Compare commits

...

47 Commits
1.1.0 ... 1.2.0

Author SHA1 Message Date
hevinci
e340af90ed Update CHANGELOG.md 2022-07-18 12:17:21 +08:00
hevinci
7fa7cc4af1 Update package.json 2022-07-18 12:17:02 +08:00
hevinci
ca3c011f34 Update AssetBundleBuilder
增加配置保存按钮。
2022-07-18 12:05:40 +08:00
hevinci
669339d5b4 Update AssetBundleCollector
增加配置保存按钮。
2022-07-18 12:04:46 +08:00
hevinci
c6567650fe Update Update document 2022-07-18 11:25:09 +08:00
hevinci
3ae70412fa Update AssetBundleBuilder 2022-07-18 11:24:47 +08:00
hevinci
d575850f9f Update package.json 2022-07-15 19:47:33 +08:00
hevinci
d1439da54e Update AssetBundleBuilder
支持可编程构建管线
2022-07-15 19:34:59 +08:00
何冠峰
89022d3df4 Merge pull request #24 from LiuOcean/main
Update UniTask.YooAsset README
2022-07-13 17:03:39 +08:00
L
3c38fe6155 Update UniTask.YooAsset README 2022-07-13 15:29:23 +08:00
hevinci
e68ece6925 Update AssetBundleBuilder 2022-07-13 11:59:15 +08:00
hevinci
ea9b8874cc Update decryption services
解密服务接口增加解密文件信息。
2022-07-13 10:48:49 +08:00
hevinci
475efd90fc Update FAQ.md 2022-07-13 10:33:21 +08:00
hevinci
682605d5c2 Update document 2022-07-12 16:06:44 +08:00
hevinci
256844ddf5 Update AssetBundleCollector
打包资源忽略Gizmos资源文件。
2022-07-12 15:38:26 +08:00
何冠峰
96f95bbd99 Merge pull request #21 from axn777/branch_share_ignore
如果依赖的是运行时以外的,不打入 share AssetBundle包
2022-07-12 15:00:56 +08:00
何冠峰
4f7bb945e0 Merge pull request #22 from wqaetly/ForPr
fix:修复ShaderVariantCollection刷新不及时问题
2022-07-12 14:54:26 +08:00
NKG丶MadLife
0d69d779f6 fix:修复ShaderVariantCollection刷新不及时问题 2022-07-10 22:12:09 +08:00
axn777
5df26908fb 如果依赖的是运行时以外的,不打入 share AssetBundle包 2022-07-08 01:41:20 +08:00
hevinci
fb5e289de0 Update patch system
优化代码逻辑结构
2022-07-07 19:10:44 +08:00
hevinci
b238759f61 Update CHANGELOG.md 2022-07-07 10:13:39 +08:00
hevinci
2bb0d18891 Update package.json 2022-07-07 10:13:20 +08:00
hevinci
7d5b6504f4 Update YooAssets.cs
检测原生文件加载方法,预防传入无效文件。
2022-07-05 20:07:32 +08:00
何冠峰
63f90e1537 Merge pull request #19 from LiuOcean/main
Fix Unity 2020 IL2Cpp UniTask Bug
2022-07-02 15:28:12 +08:00
何冠峰
65b43feb38 Merge pull request #18 from Y-way/typo
拼写错误
2022-07-02 15:27:59 +08:00
L
4f00a19344 Fix Unity 2020 IL2Cpp UniTask Bug 2022-07-02 12:33:59 +08:00
hevinci
3bfca7d340 Update AssetBundleBuilder 2022-06-30 14:29:27 +08:00
Y-way
8538d0de28 拼写错误 2022-06-30 14:09:07 +08:00
hevinci
5425e17d6f Update AssetOperationHandle.cs 2022-06-30 12:12:44 +08:00
何冠峰
bb3065d08d Merge pull request #17 from Y-way/OptimizeAssetOperationHandle
AssetOperationHandle类新增便捷方法,便于链式编程
2022-06-30 12:03:57 +08:00
hevinci
1adc3d7ed6 Update document 2022-06-30 12:02:06 +08:00
hevinci
556b23b488 Update OperationHandleBase.cs 2022-06-29 12:41:06 +08:00
hevinci
5b0c189d75 Update InitializationOperation.cs 2022-06-29 11:59:39 +08:00
hevinci
161fdff09a Update document 2022-06-29 10:02:57 +08:00
hevinci
81b3dd57b1 Update document 2022-06-28 20:23:03 +08:00
hevinci
1ab0f447d2 Update document 2022-06-28 20:20:36 +08:00
hevinci
9ac07e94d1 Update UpdateManifestOperation
增加在弱联网环境下的更新支持
2022-06-28 20:13:32 +08:00
Y-way
fee6e8f4dd 增加失败提示 2022-06-28 19:45:37 +08:00
Y-way
1e39b1af6d AssetOperationHandle类新增便捷方法,便于链式编程
TextAsset asset;
                YooAssets.LoadAssetAsync<TextAsset>(name).WaitForAsyncOperationComplete().GetAssetObjet<TextAsset>(out asset).Release();
                YooAssets.LoadAssetAsync<TextAsset>(name).Completed += handler => {
                    handler.GetAssetObjet(out asset).Release();
                };
2022-06-28 19:17:47 +08:00
hevinci
727d841d47 Update document 2022-06-28 17:18:43 +08:00
hevinci
5e0d4d6ee1 Update document 2022-06-27 14:03:14 +08:00
hevinci
32ce99949b Update AssetBundleDebugger
完善调试器窗口,增加帧数控制。
2022-06-25 17:56:49 +08:00
hevinci
fbb9bff3c7 Remove AutoReleaseGameObjectHandle param.
移除自动释放资源对象句柄的功能。
2022-06-25 12:09:20 +08:00
hevinci
6471b237ce Update Patch System
离线模式移除资内置资源解压功能。
2022-06-25 11:42:50 +08:00
hevinci
d452c610c1 Update document 2022-06-25 11:41:13 +08:00
hevinci
009fa88402 Update document 2022-06-25 10:59:51 +08:00
hevinci
6d26276352 Update AssetBundleDebuggerWindow.cs
修复了AssetView和BundleView切换失败的问题。
2022-06-24 17:03:27 +08:00
72 changed files with 1694 additions and 597 deletions

View File

@@ -71,7 +71,7 @@ namespace Cysharp.Threading.Tasks
result.completed = false;
TaskTracker.TrackActiveTask(result, 3);
if(progress is not null)
if(progress != null)
{
PlayerLoopHelper.AddAction(timing, result);
}

View File

@@ -1,7 +1,13 @@
#if UNITY_2020_1_OR_NEWER && ! UNITY_2021
#define UNITY_2020_BUG
#endif
using System;
using System.Runtime.CompilerServices;
using YooAsset;
using static Cysharp.Threading.Tasks.Internal.Error;
namespace Cysharp.Threading.Tasks
{
public static class OperationHandleBaseExtensions
@@ -71,11 +77,29 @@ namespace Cysharp.Threading.Tasks
result.completed = false;
TaskTracker.TrackActiveTask(result, 3);
if(progress is not null)
if(progress != null)
{
PlayerLoopHelper.AddAction(timing, result);
}
// BUG 在 Unity 2020.3.36 版本测试中, IL2Cpp 会报 如下错误
// BUG ArgumentException: Incompatible Delegate Types. First is System.Action`1[[YooAsset.AssetOperationHandle, YooAsset, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]] second is System.Action`1[[YooAsset.OperationHandleBase, YooAsset, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]]
// BUG 也可能报的是 Action '1' Action '1' 的 InvalidCastException
// BUG 此处不得不这么修改, 如果后续 Unity 修复了这个问题, 可以恢复之前的写法
#if UNITY_2020_BUG
switch(handle)
{
case AssetOperationHandle asset_handle:
asset_handle.Completed += result.AssetContinuation;
break;
case SceneOperationHandle scene_handle:
scene_handle.Completed += result.SceneContinuation;
break;
case SubAssetsOperationHandle sub_asset_handle:
sub_asset_handle.Completed += result.SubContinuation;
break;
}
#else
switch(handle)
{
case AssetOperationHandle asset_handle:
@@ -88,11 +112,50 @@ namespace Cysharp.Threading.Tasks
sub_asset_handle.Completed += result.continuationAction;
break;
}
#endif
token = result.core.Version;
return result;
}
#if UNITY_2020_BUG
private void AssetContinuation(AssetOperationHandle handle)
{
handle.Completed -= AssetContinuation;
BaseContinuation();
}
private void SceneContinuation(SceneOperationHandle handle)
{
handle.Completed -= SceneContinuation;
BaseContinuation();
}
private void SubContinuation(SubAssetsOperationHandle handle)
{
handle.Completed -= SubContinuation;
BaseContinuation();
}
#endif
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private void BaseContinuation()
{
if(completed)
{
TryReturn();
}
else
{
completed = true;
if(handle.Status == EOperationStatus.Failed)
{
core.TrySetException(new Exception(handle.LastError));
}
else
{
core.TrySetResult(AsyncUnit.Default);
}
}
}
private void Continuation(OperationHandleBase _)
{
@@ -109,22 +172,7 @@ namespace Cysharp.Threading.Tasks
break;
}
if(completed)
{
TryReturn();
}
else
{
completed = true;
if(handle.Status == EOperationStatus.Failed)
{
core.TrySetException(new Exception(handle.LastError));
}
else
{
core.TrySetResult(AsyncUnit.Default);
}
}
BaseContinuation();
}
bool TryReturn()

View File

@@ -2,6 +2,7 @@
[仓库链接](https://github.com/Cysharp/UniTask)
- 请去下载对应的源码,并删除此目录最后的波浪线
- 在项目的 `asmdef` 文件中添加对 `UniTask.YooAsset` 的引用
- 在 UniTask `_InternalVisibleTo.cs` 文件中增加 `[assembly: InternalsVisibleTo("UniTask.YooAsset")]` 后即可使用
## 代码示例

View File

@@ -2,6 +2,73 @@
All notable changes to this package will be documented in this file.
## [1.2.0] - 2022-07-18
### Fixed
- 修复了ShaderVariantCollection刷新不及时问题。
### Changed
- 资源收集忽略了Gizmos资源文件。
- 解密服务接口增加解密文件信息参数。
- 资源收集窗体增加配置保存按钮。
- 资源构建窗体增加配置保存按钮。
### Added
- 资源构建模块增加了可编程构建管线(SBP)的支持,开发者可以在内置构建管线和可编程构建管线之间自由选择,零修改成本。
## [1.1.1] - 2022-07-07
### Fixed
- 修复了AssetBundleDebugger窗口View下拉页签切换无效的问题。
- 修复了在Unity2020.3版本下UniTask在真机上的一个IL2CPP相关的错误。
### Changed
- 优化了AssetBundleDebugger窗口增加了帧数显示以及回放功能。
- 优化了AssetBundleBuilder的代码结构。
- 增强了YooAssets.GetRawFileAsync()方法的容错。
### Added
- 新增了OperationHandleBase.GetAssetInfo()方法。
````c#
/// <summary>
/// 获取资源信息
/// </summary>
public AssetInfo GetAssetInfo();
````
- 新增了AssetOperationHandle.GetAssetObjet<TAsset>()方法。
````c#
/// <summary>
/// 获取资源对象
/// </summary>
/// <typeparam name="TAsset">资源类型</typeparam>
public TAsset GetAssetObjet<TAsset>()
````
- 新增了弱联网情况下加载补丁清单方法。
````c#
/// <summary>
/// 弱联网情况下加载补丁清单
/// 注意:当指定版本内容验证失败后会返回失败。
/// </summary>
/// <param name="resourceVersion">指定的资源版本</param>
public static UpdateManifestOperation WeaklyUpdateManifestAsync(int resourceVersion)
````
### Removed
- 离线运行模式OfflinePlayMode下移除了资内置资源解压相关逻辑。
- 移除了初始化参数AutoReleaseGameObjectHandle及相关代码逻辑。
## [1.1.0] - 2022-06-23
### Fixed

View File

@@ -8,96 +8,6 @@ namespace YooAsset.Editor
{
public class AssetBundleBuilder
{
public class BuildParametersContext : IContextObject
{
private readonly System.Diagnostics.Stopwatch _buildWatch = new System.Diagnostics.Stopwatch();
/// <summary>
/// 构建参数
/// </summary>
public BuildParameters Parameters { private set; get; }
/// <summary>
/// 构建管线的输出目录
/// </summary>
public string PipelineOutputDirectory { private set; get; }
public BuildParametersContext(BuildParameters parameters)
{
Parameters = parameters;
PipelineOutputDirectory = AssetBundleBuilderHelper.MakePipelineOutputDirectory(parameters.OutputRoot, parameters.BuildTarget);
if (parameters.BuildMode == EBuildMode.DryRunBuild)
PipelineOutputDirectory += $"_{EBuildMode.DryRunBuild}";
else if (parameters.BuildMode == EBuildMode.SimulateBuild)
PipelineOutputDirectory += $"_{EBuildMode.SimulateBuild}";
}
/// <summary>
/// 获取本次构建的补丁目录
/// </summary>
public string GetPackageDirectory()
{
return $"{Parameters.OutputRoot}/{Parameters.BuildTarget}/{Parameters.BuildVersion}";
}
/// <summary>
/// 获取构建选项
/// </summary>
public BuildAssetBundleOptions GetPipelineBuildOptions()
{
// For the new build system, unity always need BuildAssetBundleOptions.CollectDependencies and BuildAssetBundleOptions.DeterministicAssetBundle
// 除非设置ForceRebuildAssetBundle标记否则会进行增量打包
BuildAssetBundleOptions opt = BuildAssetBundleOptions.None;
opt |= BuildAssetBundleOptions.StrictMode; //Do not allow the build to succeed if any errors are reporting during it.
if (Parameters.BuildMode == EBuildMode.SimulateBuild)
throw new Exception("Should never get here !");
if (Parameters.BuildMode == EBuildMode.DryRunBuild)
{
opt |= BuildAssetBundleOptions.DryRunBuild;
return opt;
}
if (Parameters.CompressOption == ECompressOption.Uncompressed)
opt |= BuildAssetBundleOptions.UncompressedAssetBundle;
else if (Parameters.CompressOption == ECompressOption.LZ4)
opt |= BuildAssetBundleOptions.ChunkBasedCompression;
if (Parameters.BuildMode == EBuildMode.ForceRebuild)
opt |= BuildAssetBundleOptions.ForceRebuildAssetBundle; //Force rebuild the asset bundles
if (Parameters.DisableWriteTypeTree)
opt |= BuildAssetBundleOptions.DisableWriteTypeTree; //Do not include type information within the asset bundle (don't write type tree).
if (Parameters.IgnoreTypeTreeChanges)
opt |= BuildAssetBundleOptions.IgnoreTypeTreeChanges; //Ignore the type tree changes when doing the incremental build check.
opt |= BuildAssetBundleOptions.DisableLoadAssetByFileName; //Disables Asset Bundle LoadAsset by file name.
opt |= BuildAssetBundleOptions.DisableLoadAssetByFileNameWithExtension; //Disables Asset Bundle LoadAsset by file name with extension.
return opt;
}
/// <summary>
/// 获取构建的耗时(单位:秒)
/// </summary>
public float GetBuildingSeconds()
{
float seconds = _buildWatch.ElapsedMilliseconds / 1000f;
return seconds;
}
public void BeginWatch()
{
_buildWatch.Start();
}
public void StopWatch()
{
_buildWatch.Stop();
}
}
private readonly BuildContext _buildContext = new BuildContext();
/// <summary>
@@ -108,29 +18,65 @@ namespace YooAsset.Editor
// 清空旧数据
_buildContext.ClearAllContext();
// 检测构建参数是否为空
if (buildParameters == null)
{
throw new Exception($"{nameof(buildParameters)} is null !");
}
if (buildParameters.BuildPipeline == EBuildPipeline.ScriptableBuildPipeline)
{
if (buildParameters.SBPParameters == null)
throw new Exception($"{nameof(BuildParameters.SBPParameters)} is null !");
}
// 构建参数
var buildParametersContext = new BuildParametersContext(buildParameters);
_buildContext.SetContextObject(buildParametersContext);
// 执行构建流程
List<IBuildTask> pipeline = new List<IBuildTask>
{
new TaskPrepare(), //前期准备工作
new TaskGetBuildMap(), //获取构建列表
new TaskBuilding(), //开始执行构建
new TaskVerifyBuildResult(), //验证构建结果
new TaskEncryption(), //加密资源文件
new TaskCreatePatchManifest(), //创建清单文件
new TaskCreateReport(), //创建报告文件
new TaskCreatePatchPackage(), //制作补丁包
new TaskCopyBuildinFiles(), //拷贝内置文件
};
// 是否显示LOG
if (buildParameters.BuildMode == EBuildMode.SimulateBuild)
BuildRunner.EnableLog = false;
else
BuildRunner.EnableLog = true;
// 创建构建节点
List<IBuildTask> pipeline;
if (buildParameters.BuildPipeline == EBuildPipeline.BuiltinBuildPipeline)
{
pipeline = new List<IBuildTask>
{
new TaskPrepare(), //前期准备工作
new TaskGetBuildMap(), //获取构建列表
new TaskBuilding(), //开始执行构建
new TaskVerifyBuildResult(), //验证构建结果
new TaskEncryption(), //加密资源文件
new TaskCreatePatchManifest(), //创建清单文件
new TaskCreateReport(), //创建报告文件
new TaskCreatePatchPackage(), //制作补丁包
new TaskCopyBuildinFiles(), //拷贝内置文件
};
}
else if (buildParameters.BuildPipeline == EBuildPipeline.ScriptableBuildPipeline)
{
pipeline = new List<IBuildTask>
{
new TaskPrepare(), //前期准备工作
new TaskGetBuildMap(), //获取构建列表
new TaskBuilding_SBP(), //开始执行构建
new TaskVerifyBuildResult_SBP(), //验证构建结果
new TaskEncryption(), //加密资源文件
new TaskCreatePatchManifest(), //创建清单文件
new TaskCreateReport(), //创建报告文件
new TaskCreatePatchPackage(), //制作补丁包
new TaskCopyBuildinFiles(), //拷贝内置文件
};
}
else
{
throw new NotImplementedException();
}
// 执行构建流程
bool succeed = BuildRunner.Run(pipeline, _buildContext);
if (succeed)
Debug.Log($"{buildParameters.BuildMode} pipeline build succeed !");

View File

@@ -10,6 +10,11 @@ namespace YooAsset.Editor
/// </summary>
public int BuildVersion = 0;
/// <summary>
/// 构建管线
/// </summary>
public EBuildPipeline BuildPipeline = EBuildPipeline.BuiltinBuildPipeline;
/// <summary>
/// 构建模式
/// </summary>

View File

@@ -19,6 +19,11 @@ namespace YooAsset.Editor
}
}
/// <summary>
/// 配置数据是否被修改
/// </summary>
public static bool IsDirty { set; get; } = false;
/// <summary>
/// 加载配置文件
/// </summary>
@@ -34,6 +39,7 @@ namespace YooAsset.Editor
{
if (Setting != null)
{
IsDirty = false;
EditorUtility.SetDirty(Setting);
AssetDatabase.SaveAssets();
Debug.Log($"{nameof(AssetBundleBuilderSetting)}.asset is saved!");

View File

@@ -22,8 +22,10 @@ namespace YooAsset.Editor
private List<Type> _encryptionServicesClassTypes;
private List<string> _encryptionServicesClassNames;
private Button _saveButton;
private TextField _buildOutputField;
private IntegerField _buildVersionField;
private EnumField _buildPipelineField;
private EnumField _buildModeField;
private TextField _buildinTagsField;
private PopupField<string> _encryptionField;
@@ -43,7 +45,14 @@ namespace YooAsset.Editor
visualAsset.CloneTree(root);
// 配置保存按钮
_saveButton = root.Q<Button>("SaveButton");
_saveButton.clicked += SaveBtn_clicked;
// 构建平台
_buildTarget = EditorUserBuildSettings.activeBuildTarget;
// 加密服务类
_encryptionServicesClassTypes = GetEncryptionServicesClassTypes();
_encryptionServicesClassNames = _encryptionServicesClassTypes.Select(t => t.FullName).ToList();
@@ -59,9 +68,22 @@ namespace YooAsset.Editor
_buildVersionField.SetValueWithoutNotify(AssetBundleBuilderSettingData.Setting.BuildVersion);
_buildVersionField.RegisterValueChangedCallback(evt =>
{
AssetBundleBuilderSettingData.IsDirty = true;
AssetBundleBuilderSettingData.Setting.BuildVersion = _buildVersionField.value;
});
// 构建管线
_buildPipelineField = root.Q<EnumField>("BuildPipeline");
_buildPipelineField.Init(AssetBundleBuilderSettingData.Setting.BuildPipeline);
_buildPipelineField.SetValueWithoutNotify(AssetBundleBuilderSettingData.Setting.BuildPipeline);
_buildPipelineField.style.width = 300;
_buildPipelineField.RegisterValueChangedCallback(evt =>
{
AssetBundleBuilderSettingData.IsDirty = true;
AssetBundleBuilderSettingData.Setting.BuildPipeline = (EBuildPipeline)_buildPipelineField.value;
RefreshWindow();
});
// 构建模式
_buildModeField = root.Q<EnumField>("BuildMode");
_buildModeField.Init(AssetBundleBuilderSettingData.Setting.BuildMode);
@@ -69,6 +91,7 @@ namespace YooAsset.Editor
_buildModeField.style.width = 300;
_buildModeField.RegisterValueChangedCallback(evt =>
{
AssetBundleBuilderSettingData.IsDirty = true;
AssetBundleBuilderSettingData.Setting.BuildMode = (EBuildMode)_buildModeField.value;
RefreshWindow();
});
@@ -78,6 +101,7 @@ namespace YooAsset.Editor
_buildinTagsField.SetValueWithoutNotify(AssetBundleBuilderSettingData.Setting.BuildTags);
_buildinTagsField.RegisterValueChangedCallback(evt =>
{
AssetBundleBuilderSettingData.IsDirty = true;
AssetBundleBuilderSettingData.Setting.BuildTags = _buildinTagsField.value;
});
@@ -91,6 +115,7 @@ namespace YooAsset.Editor
_encryptionField.style.width = 300;
_encryptionField.RegisterValueChangedCallback(evt =>
{
AssetBundleBuilderSettingData.IsDirty = true;
AssetBundleBuilderSettingData.Setting.EncyptionClassName = _encryptionField.value;
});
encryptionContainer.Add(_encryptionField);
@@ -110,6 +135,7 @@ namespace YooAsset.Editor
_compressionField.style.width = 300;
_compressionField.RegisterValueChangedCallback(evt =>
{
AssetBundleBuilderSettingData.IsDirty = true;
AssetBundleBuilderSettingData.Setting.CompressOption = (ECompressOption)_compressionField.value;
});
@@ -118,6 +144,7 @@ namespace YooAsset.Editor
_appendExtensionToggle.SetValueWithoutNotify(AssetBundleBuilderSettingData.Setting.AppendExtension);
_appendExtensionToggle.RegisterValueChangedCallback(evt =>
{
AssetBundleBuilderSettingData.IsDirty = true;
AssetBundleBuilderSettingData.Setting.AppendExtension = _appendExtensionToggle.value;
});
@@ -134,7 +161,24 @@ namespace YooAsset.Editor
}
public void OnDestroy()
{
AssetBundleBuilderSettingData.SaveFile();
if(AssetBundleBuilderSettingData.IsDirty)
AssetBundleBuilderSettingData.SaveFile();
}
public void Update()
{
if(_saveButton != null)
{
if(AssetBundleBuilderSettingData.IsDirty)
{
if (_saveButton.enabledSelf == false)
_saveButton.SetEnabled(true);
}
else
{
if(_saveButton.enabledSelf)
_saveButton.SetEnabled(false);
}
}
}
private void RefreshWindow()
@@ -146,6 +190,10 @@ namespace YooAsset.Editor
_compressionField.SetEnabled(enableElement);
_appendExtensionToggle.SetEnabled(enableElement);
}
private void SaveBtn_clicked()
{
AssetBundleBuilderSettingData.SaveFile();
}
private void BuildButton_clicked()
{
var buildMode = AssetBundleBuilderSettingData.Setting.BuildMode;
@@ -165,23 +213,28 @@ namespace YooAsset.Editor
/// </summary>
private void ExecuteBuild()
{
var buildMode = (EBuildMode)_buildModeField.value;
string defaultOutputRoot = AssetBundleBuilderHelper.GetDefaultOutputRoot();
BuildParameters buildParameters = new BuildParameters();
buildParameters.OutputRoot = defaultOutputRoot;
buildParameters.BuildTarget = _buildTarget;
buildParameters.BuildMode = buildMode;
buildParameters.BuildVersion = _buildVersionField.value;
buildParameters.BuildinTags = _buildinTagsField.value;
buildParameters.BuildPipeline = AssetBundleBuilderSettingData.Setting.BuildPipeline;
buildParameters.BuildMode = AssetBundleBuilderSettingData.Setting.BuildMode;
buildParameters.BuildVersion = AssetBundleBuilderSettingData.Setting.BuildVersion;
buildParameters.BuildinTags = AssetBundleBuilderSettingData.Setting.BuildTags;
buildParameters.VerifyBuildingResult = true;
buildParameters.EnableAddressable = AssetBundleCollectorSettingData.Setting.EnableAddressable;
buildParameters.AppendFileExtension = _appendExtensionToggle.value;
buildParameters.CopyBuildinTagFiles = buildMode == EBuildMode.ForceRebuild;
buildParameters.AppendFileExtension = AssetBundleBuilderSettingData.Setting.AppendExtension;
buildParameters.CopyBuildinTagFiles = AssetBundleBuilderSettingData.Setting.BuildMode == EBuildMode.ForceRebuild;
buildParameters.EncryptionServices = CreateEncryptionServicesInstance();
buildParameters.CompressOption = (ECompressOption)_compressionField.value;
buildParameters.CompressOption = AssetBundleBuilderSettingData.Setting.CompressOption;
AssetBundleBuilder builder = new AssetBundleBuilder();
if (AssetBundleBuilderSettingData.Setting.BuildPipeline == EBuildPipeline.ScriptableBuildPipeline)
{
buildParameters.SBPParameters = new BuildParameters.SBPBuildParameters();
buildParameters.SBPParameters.WriteLinkXML = true;
}
var builder = new AssetBundleBuilder();
bool succeed = builder.Run(buildParameters);
if (succeed)
{

View File

@@ -1,8 +1,11 @@
<ui:UXML xmlns:ui="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements" xsi="http://www.w3.org/2001/XMLSchema-instance" engine="UnityEngine.UIElements" editor="UnityEditor.UIElements" noNamespaceSchemaLocation="../../UIElementsSchema/UIElements.xsd" editor-extension-mode="True">
<uie:Toolbar name="Toolbar" style="display: flex;" />
<uie:Toolbar name="Toolbar" style="display: flex; flex-direction: row-reverse;">
<ui:Button text="Save" display-tooltip-when-elided="true" name="SaveButton" style="background-color: rgb(56, 147, 58);" />
</uie:Toolbar>
<ui:VisualElement name="BuildContainer">
<ui:TextField picking-mode="Ignore" label="Build Output" name="BuildOutput" />
<uie:IntegerField label="Build Version" value="0" name="BuildVersion" />
<uie:EnumField label="Build Pipeline" name="BuildPipeline" />
<uie:EnumField label="Build Mode" name="BuildMode" />
<ui:VisualElement name="EncryptionContainer" style="height: 24px;" />
<uie:EnumField label="Compression" value="Center" name="Compression" />

View File

@@ -112,7 +112,7 @@ namespace YooAsset.Editor
}
}
}
/// <summary>
/// 添加资源包的分类标签
/// 说明:传染算法统计到的分类标签

View File

@@ -9,6 +9,23 @@ namespace YooAsset.Editor
/// </summary>
public class BuildParameters
{
/// <summary>
/// SBP构建参数
/// </summary>
public class SBPBuildParameters
{
/// <summary>
/// 生成代码防裁剪配置
/// </summary>
public bool WriteLinkXML = true;
}
/// <summary>
/// 可编程构建管线的参数
/// </summary>
public SBPBuildParameters SBPParameters;
/// <summary>
/// 输出的根目录
/// </summary>
@@ -19,6 +36,11 @@ namespace YooAsset.Editor
/// </summary>
public BuildTarget BuildTarget;
/// <summary>
/// 构建管线
/// </summary>
public EBuildPipeline BuildPipeline;
/// <summary>
/// 构建模式
/// </summary>
@@ -86,4 +108,6 @@ namespace YooAsset.Editor
return StringUtility.StringToStringList(BuildinTags, ';');
}
}
}

View File

@@ -0,0 +1,130 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
namespace YooAsset.Editor
{
public class BuildParametersContext : IContextObject
{
private readonly System.Diagnostics.Stopwatch _buildWatch = new System.Diagnostics.Stopwatch();
/// <summary>
/// 构建参数
/// </summary>
public BuildParameters Parameters { private set; get; }
/// <summary>
/// 构建管线的输出目录
/// </summary>
public string PipelineOutputDirectory { private set; get; }
public BuildParametersContext(BuildParameters parameters)
{
Parameters = parameters;
PipelineOutputDirectory = AssetBundleBuilderHelper.MakePipelineOutputDirectory(parameters.OutputRoot, parameters.BuildTarget);
if (parameters.BuildMode == EBuildMode.DryRunBuild)
PipelineOutputDirectory += $"_{EBuildMode.DryRunBuild}";
else if (parameters.BuildMode == EBuildMode.SimulateBuild)
PipelineOutputDirectory += $"_{EBuildMode.SimulateBuild}";
}
/// <summary>
/// 获取本次构建的补丁目录
/// </summary>
public string GetPackageDirectory()
{
return $"{Parameters.OutputRoot}/{Parameters.BuildTarget}/{Parameters.BuildVersion}";
}
/// <summary>
/// 获取内置构建管线的构建选项
/// </summary>
public BuildAssetBundleOptions GetPipelineBuildOptions()
{
// For the new build system, unity always need BuildAssetBundleOptions.CollectDependencies and BuildAssetBundleOptions.DeterministicAssetBundle
// 除非设置ForceRebuildAssetBundle标记否则会进行增量打包
if (Parameters.BuildMode == EBuildMode.SimulateBuild)
throw new Exception("Should never get here !");
BuildAssetBundleOptions opt = BuildAssetBundleOptions.None;
opt |= BuildAssetBundleOptions.StrictMode; //Do not allow the build to succeed if any errors are reporting during it.
if (Parameters.BuildMode == EBuildMode.DryRunBuild)
{
opt |= BuildAssetBundleOptions.DryRunBuild;
return opt;
}
if (Parameters.CompressOption == ECompressOption.Uncompressed)
opt |= BuildAssetBundleOptions.UncompressedAssetBundle;
else if (Parameters.CompressOption == ECompressOption.LZ4)
opt |= BuildAssetBundleOptions.ChunkBasedCompression;
if (Parameters.BuildMode == EBuildMode.ForceRebuild)
opt |= BuildAssetBundleOptions.ForceRebuildAssetBundle; //Force rebuild the asset bundles
if (Parameters.DisableWriteTypeTree)
opt |= BuildAssetBundleOptions.DisableWriteTypeTree; //Do not include type information within the asset bundle (don't write type tree).
if (Parameters.IgnoreTypeTreeChanges)
opt |= BuildAssetBundleOptions.IgnoreTypeTreeChanges; //Ignore the type tree changes when doing the incremental build check.
opt |= BuildAssetBundleOptions.DisableLoadAssetByFileName; //Disables Asset Bundle LoadAsset by file name.
opt |= BuildAssetBundleOptions.DisableLoadAssetByFileNameWithExtension; //Disables Asset Bundle LoadAsset by file name with extension.
return opt;
}
/// <summary>
/// 获取可编程构建管线的构建参数
/// </summary>
public UnityEditor.Build.Pipeline.BundleBuildParameters GetSBPBuildParameters()
{
if (Parameters.BuildMode == EBuildMode.SimulateBuild)
throw new Exception("Should never get here !");
if (Parameters.BuildMode == EBuildMode.DryRunBuild)
throw new Exception($"SBP not support {nameof(EBuildMode.DryRunBuild)} build mode !");
var targetGroup = BuildPipeline.GetBuildTargetGroup(Parameters.BuildTarget);
var buildParams = new UnityEditor.Build.Pipeline.BundleBuildParameters(Parameters.BuildTarget, targetGroup, PipelineOutputDirectory);
if (Parameters.CompressOption == ECompressOption.Uncompressed)
buildParams.BundleCompression = UnityEngine.BuildCompression.Uncompressed;
else if (Parameters.CompressOption == ECompressOption.LZMA)
buildParams.BundleCompression = UnityEngine.BuildCompression.LZMA;
else if (Parameters.CompressOption == ECompressOption.LZ4)
buildParams.BundleCompression = UnityEngine.BuildCompression.LZ4;
else
throw new System.NotImplementedException(Parameters.CompressOption.ToString());
if (Parameters.BuildMode == EBuildMode.ForceRebuild)
buildParams.UseCache = false;
if (Parameters.DisableWriteTypeTree)
buildParams.ContentBuildFlags |= UnityEditor.Build.Content.ContentBuildFlags.DisableWriteTypeTree;
buildParams.WriteLinkXML = Parameters.SBPParameters.WriteLinkXML;
return buildParams;
}
/// <summary>
/// 获取构建的耗时(单位:秒)
/// </summary>
public float GetBuildingSeconds()
{
float seconds = _buildWatch.ElapsedMilliseconds / 1000f;
return seconds;
}
public void BeginWatch()
{
_buildWatch.Start();
}
public void StopWatch()
{
_buildWatch.Stop();
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: b84510feab7cbe44a9b6d8ef0b3f559c
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -8,6 +8,11 @@ namespace YooAsset.Editor
[Serializable]
public class ReportSummary
{
/// <summary>
/// YooAsset版本
/// </summary>
public string YooVersion;
/// <summary>
/// 引擎版本
/// </summary>
@@ -16,7 +21,7 @@ namespace YooAsset.Editor
/// <summary>
/// 构建时间
/// </summary>
public string BuildTime;
public string BuildDate;
/// <summary>
/// 构建耗时(单位:秒)
@@ -28,6 +33,11 @@ namespace YooAsset.Editor
/// </summary>
public BuildTarget BuildTarget;
/// <summary>
/// 构建管线
/// </summary>
public EBuildPipeline BuildPipeline;
/// <summary>
/// 构建模式
/// </summary>

View File

@@ -1,6 +1,5 @@
using System;
using System.Linq;
using System.IO;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
@@ -18,7 +17,7 @@ namespace YooAsset.Editor
void IBuildTask.Run(BuildContext context)
{
var buildParametersContext = context.GetContextObject<AssetBundleBuilder.BuildParametersContext>();
var buildParametersContext = context.GetContextObject<BuildParametersContext>();
var buildMapContext = context.GetContextObject<BuildMapContext>();
// 模拟构建模式下跳过引擎构建
@@ -46,7 +45,7 @@ namespace YooAsset.Editor
/// <summary>
/// 拷贝原生文件
/// </summary>
private void CopyRawBundle(BuildMapContext buildMapContext, AssetBundleBuilder.BuildParametersContext buildParametersContext)
private void CopyRawBundle(BuildMapContext buildMapContext, BuildParametersContext buildParametersContext)
{
foreach (var bundleInfo in buildMapContext.BundleInfos)
{

View File

@@ -0,0 +1,82 @@
using System;
using System.Linq;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using UnityEditor.Build.Pipeline;
using UnityEditor.Build.Pipeline.Interfaces;
namespace YooAsset.Editor
{
[TaskAttribute("资源构建内容打包")]
public class TaskBuilding_SBP : IBuildTask
{
public class SBPBuildResultContext : IContextObject
{
public IBundleBuildResults Results;
}
void IBuildTask.Run(BuildContext context)
{
var buildParametersContext = context.GetContextObject<BuildParametersContext>();
var buildMapContext = context.GetContextObject<BuildMapContext>();
// 模拟构建模式下跳过引擎构建
var buildMode = buildParametersContext.Parameters.BuildMode;
if (buildMode == EBuildMode.SimulateBuild)
return;
// 构建内容
var buildContent = new BundleBuildContent(buildMapContext.GetPipelineBuilds());
// 开始构建
IBundleBuildResults buildResults;
var buildParameters = buildParametersContext.GetSBPBuildParameters();
var taskList = DefaultBuildTasks.Create(DefaultBuildTasks.Preset.AssetBundleBuiltInShaderExtraction);
ReturnCode exitCode = ContentPipeline.BuildAssetBundles(buildParameters, buildContent, out buildResults, taskList);
if (exitCode < 0)
{
throw new Exception($"构建过程中发生错误 : {exitCode}");
}
BuildRunner.Log("Unity引擎打包成功");
SBPBuildResultContext buildResultContext = new SBPBuildResultContext();
buildResultContext.Results = buildResults;
context.SetContextObject(buildResultContext);
// 添加Unity内置资源包信息
if (buildResults.BundleInfos.Keys.Any(t => t == YooAssetSettings.UnityBuiltInShadersBundleName))
{
BuildBundleInfo builtInBundleInfo = new BuildBundleInfo(YooAssetSettings.UnityBuiltInShadersBundleName);
buildMapContext.BundleInfos.Add(builtInBundleInfo);
}
// 拷贝原生文件
if (buildMode == EBuildMode.ForceRebuild || buildMode == EBuildMode.IncrementalBuild)
{
CopyRawBundle(buildMapContext, buildParametersContext);
}
}
/// <summary>
/// 拷贝原生文件
/// </summary>
private void CopyRawBundle(BuildMapContext buildMapContext, BuildParametersContext buildParametersContext)
{
foreach (var bundleInfo in buildMapContext.BundleInfos)
{
if (bundleInfo.IsRawFile)
{
string dest = $"{buildParametersContext.PipelineOutputDirectory}/{bundleInfo.BundleName}";
foreach (var buildAsset in bundleInfo.BuildinAssets)
{
if (buildAsset.IsRawAsset)
EditorTools.CopyFile(buildAsset.AssetPath, dest, true);
}
}
}
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 1af5fed7e9f83174d868c12b41c4a79e
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -12,7 +12,7 @@ namespace YooAsset.Editor
void IBuildTask.Run(BuildContext context)
{
// 注意:我们只有在强制重建的时候才会拷贝
var buildParameters = context.GetContextObject<AssetBundleBuilder.BuildParametersContext>();
var buildParameters = context.GetContextObject<BuildParametersContext>();
if (buildParameters.Parameters.CopyBuildinTagFiles)
{
// 清空流目录

View File

@@ -1,8 +1,11 @@
using System;
using System.IO;
using System.Linq;
using System.Collections;
using System.Collections.Generic;
using UnityEditor.Build.Pipeline;
using UnityEditor.Build.Pipeline.Interfaces;
namespace YooAsset.Editor
{
[TaskAttribute("创建补丁清单文件")]
@@ -10,18 +13,17 @@ namespace YooAsset.Editor
{
void IBuildTask.Run(BuildContext context)
{
var buildParameters = context.GetContextObject<AssetBundleBuilder.BuildParametersContext>();
var encryptionContext = context.GetContextObject<TaskEncryption.EncryptionContext>();
var buildMapContext = context.GetContextObject<BuildMapContext>();
CreatePatchManifestFile(buildParameters, buildMapContext, encryptionContext);
CreatePatchManifestFile(context);
}
/// <summary>
/// 创建补丁清单文件到输出目录
/// </summary>
private void CreatePatchManifestFile(AssetBundleBuilder.BuildParametersContext buildParameters,
BuildMapContext buildMapContext, TaskEncryption.EncryptionContext encryptionContext)
private void CreatePatchManifestFile(BuildContext context)
{
var buildParameters = context.GetContextObject<BuildParametersContext>();
var buildMapContext = context.GetContextObject<BuildMapContext>();
var encryptionContext = context.GetContextObject<TaskEncryption.EncryptionContext>();
int resourceVersion = buildParameters.Parameters.BuildVersion;
// 创建新补丁清单
@@ -32,6 +34,13 @@ namespace YooAsset.Editor
patchManifest.BundleList = GetAllPatchBundle(buildParameters, buildMapContext, encryptionContext);
patchManifest.AssetList = GetAllPatchAsset(buildParameters, buildMapContext, patchManifest);
// 更新Unity内置资源包的引用关系
if (buildParameters.Parameters.BuildPipeline == EBuildPipeline.ScriptableBuildPipeline)
{
var buildResultContext = context.GetContextObject<TaskBuilding_SBP.SBPBuildResultContext>();
UpdateBuiltInBundleReference(patchManifest, buildResultContext.Results);
}
// 创建补丁清单文件
string manifestFilePath = $"{buildParameters.PipelineOutputDirectory}/{YooAssetSettingsData.GetPatchManifestFileName(resourceVersion)}";
BuildRunner.Log($"创建补丁清单文件:{manifestFilePath}");
@@ -53,8 +62,8 @@ namespace YooAsset.Editor
/// <summary>
/// 获取资源包列表
/// </summary>
private List<PatchBundle> GetAllPatchBundle(AssetBundleBuilder.BuildParametersContext buildParameters,
BuildMapContext buildMapContext, TaskEncryption.EncryptionContext encryptionContext)
private List<PatchBundle> GetAllPatchBundle(BuildParametersContext buildParameters, BuildMapContext buildMapContext,
TaskEncryption.EncryptionContext encryptionContext)
{
List<PatchBundle> result = new List<PatchBundle>(1000);
@@ -124,8 +133,7 @@ namespace YooAsset.Editor
/// <summary>
/// 获取资源列表
/// </summary>
private List<PatchAsset> GetAllPatchAsset(AssetBundleBuilder.BuildParametersContext buildParameters,
BuildMapContext buildMapContext, PatchManifest patchManifest)
private List<PatchAsset> GetAllPatchAsset(BuildParametersContext buildParameters, BuildMapContext buildMapContext, PatchManifest patchManifest)
{
List<PatchAsset> result = new List<PatchAsset>(1000);
foreach (var bundleInfo in buildMapContext.BundleInfos)
@@ -173,5 +181,45 @@ namespace YooAsset.Editor
}
throw new Exception($"Not found bundle name : {bundleName}");
}
/// <summary>
/// 更新Unity内置资源包的引用关系
/// </summary>
private void UpdateBuiltInBundleReference(PatchManifest patchManifest, IBundleBuildResults buildResults)
{
// 获取所有依赖内置资源包的资源包列表
List<string> builtInBundleReferenceList = new List<string>();
foreach (var valuePair in buildResults.BundleInfos)
{
if (valuePair.Value.Dependencies.Any(t => t == YooAssetSettings.UnityBuiltInShadersBundleName))
builtInBundleReferenceList.Add(valuePair.Key);
}
// 检测依赖交集并更新依赖ID
int builtInBundleId = patchManifest.BundleList.Count - 1;
foreach (var patchAsset in patchManifest.AssetList)
{
List<string> dependBundles = GetPatchAssetAllDependBundles(patchManifest, patchAsset);
List<string> conflictAssetPathList = dependBundles.Intersect(builtInBundleReferenceList).ToList();
if (conflictAssetPathList.Count > 0)
{
List<int> newDependIDs = new List<int>(patchAsset.DependIDs);
newDependIDs.Add(builtInBundleId);
patchAsset.DependIDs = newDependIDs.ToArray();
}
}
}
private List<string> GetPatchAssetAllDependBundles(PatchManifest patchManifest, PatchAsset patchAsset)
{
List<string> result = new List<string>();
string mainBundle = patchManifest.BundleList[patchAsset.BundleID].BundleName;
result.Add(mainBundle);
foreach (var dependID in patchAsset.DependIDs)
{
string dependBundle = patchManifest.BundleList[dependID].BundleName;
result.Add(dependBundle);
}
return result;
}
}
}

View File

@@ -8,7 +8,7 @@ namespace YooAsset.Editor
{
void IBuildTask.Run(BuildContext context)
{
var buildParameters = context.GetContextObject<AssetBundleBuilder.BuildParametersContext>();
var buildParameters = context.GetContextObject<BuildParametersContext>();
var buildMode = buildParameters.Parameters.BuildMode;
if (buildMode == EBuildMode.ForceRebuild || buildMode == EBuildMode.IncrementalBuild)
{
@@ -19,7 +19,7 @@ namespace YooAsset.Editor
/// <summary>
/// 拷贝补丁文件到补丁包目录
/// </summary>
private void CopyPatchFiles(AssetBundleBuilder.BuildParametersContext buildParameters)
private void CopyPatchFiles(BuildParametersContext buildParameters)
{
int resourceVersion = buildParameters.Parameters.BuildVersion;
string packageDirectory = buildParameters.GetPackageDirectory();
@@ -54,18 +54,38 @@ namespace YooAsset.Editor
EditorTools.CopyFile(sourcePath, destPath, true);
}
// 拷贝UnityManifest序列化文件
if (buildParameters.Parameters.BuildPipeline == EBuildPipeline.ScriptableBuildPipeline)
{
string sourcePath = $"{buildParameters.PipelineOutputDirectory}/{YooAssetSettingsData.Setting.UnityManifestFileName}";
string destPath = $"{packageDirectory}/{YooAssetSettingsData.Setting.UnityManifestFileName}";
EditorTools.CopyFile(sourcePath, destPath, true);
}
// 拷贝构建日志
{
string sourcePath = $"{buildParameters.PipelineOutputDirectory}/buildlogtep.json";
string destPath = $"{packageDirectory}/buildlogtep.json";
EditorTools.CopyFile(sourcePath, destPath, true);
}
// 拷贝UnityManifest文本文件
// 拷贝代码防裁剪配置
if (buildParameters.Parameters.SBPParameters.WriteLinkXML)
{
string sourcePath = $"{buildParameters.PipelineOutputDirectory}/link.xml";
string destPath = $"{packageDirectory}/link.xml";
EditorTools.CopyFile(sourcePath, destPath, true);
}
}
else
{
string sourcePath = $"{buildParameters.PipelineOutputDirectory}/{YooAssetSettingsData.Setting.UnityManifestFileName}.manifest";
string destPath = $"{packageDirectory}/{YooAssetSettingsData.Setting.UnityManifestFileName}.manifest";
EditorTools.CopyFile(sourcePath, destPath, true);
// 拷贝UnityManifest序列化文件
{
string sourcePath = $"{buildParameters.PipelineOutputDirectory}/{YooAssetSettingsData.Setting.UnityManifestFileName}";
string destPath = $"{packageDirectory}/{YooAssetSettingsData.Setting.UnityManifestFileName}";
EditorTools.CopyFile(sourcePath, destPath, true);
}
// 拷贝UnityManifest文本文件
{
string sourcePath = $"{buildParameters.PipelineOutputDirectory}/{YooAssetSettingsData.Setting.UnityManifestFileName}.manifest";
string destPath = $"{packageDirectory}/{YooAssetSettingsData.Setting.UnityManifestFileName}.manifest";
EditorTools.CopyFile(sourcePath, destPath, true);
}
}
// 拷贝所有补丁文件

View File

@@ -10,7 +10,7 @@ namespace YooAsset.Editor
{
void IBuildTask.Run(BuildContext context)
{
var buildParameters = context.GetContextObject<AssetBundleBuilder.BuildParametersContext>();
var buildParameters = context.GetContextObject<BuildParametersContext>();
var buildMapContext = context.GetContextObject<BuildMapContext>();
buildParameters.StopWatch();
@@ -26,17 +26,23 @@ namespace YooAsset.Editor
}
}
private void CreateReportFile(AssetBundleBuilder.BuildParametersContext buildParameters, BuildMapContext buildMapContext)
private void CreateReportFile(BuildParametersContext buildParameters, BuildMapContext buildMapContext)
{
PatchManifest patchManifest = AssetBundleBuilderHelper.LoadPatchManifestFile(buildParameters.PipelineOutputDirectory, buildParameters.Parameters.BuildVersion);
BuildReport buildReport = new BuildReport();
BuildReport buildReport = new BuildReport();
// 概述信息
{
#if UNITY_2019_4_OR_NEWER
UnityEditor.PackageManager.PackageInfo packageInfo = UnityEditor.PackageManager.PackageInfo.FindForAssembly(typeof(BuildReport).Assembly);
if (packageInfo != null)
buildReport.Summary.YooVersion = packageInfo.version;
#endif
buildReport.Summary.UnityVersion = UnityEngine.Application.unityVersion;
buildReport.Summary.BuildTime = DateTime.Now.ToString();
buildReport.Summary.BuildDate = DateTime.Now.ToString();
buildReport.Summary.BuildSeconds = (int)buildParameters.GetBuildingSeconds();
buildReport.Summary.BuildTarget = buildParameters.Parameters.BuildTarget;
buildReport.Summary.BuildPipeline = buildParameters.Parameters.BuildPipeline;
buildReport.Summary.BuildMode = buildParameters.Parameters.BuildMode;
buildReport.Summary.BuildVersion = buildParameters.Parameters.BuildVersion;
buildReport.Summary.BuildinTags = buildParameters.Parameters.BuildinTags;

View File

@@ -24,7 +24,7 @@ namespace YooAsset.Editor
void IBuildTask.Run(BuildContext context)
{
var buildParameters = context.GetContextObject<AssetBundleBuilder.BuildParametersContext>();
var buildParameters = context.GetContextObject<BuildParametersContext>();
var buildMapContext = context.GetContextObject<BuildMapContext>();
var buildMode = buildParameters.Parameters.BuildMode;
@@ -45,7 +45,7 @@ namespace YooAsset.Editor
/// <summary>
/// 加密文件
/// </summary>
private List<string> EncryptFiles(AssetBundleBuilder.BuildParametersContext buildParameters, BuildMapContext buildMapContext)
private List<string> EncryptFiles(BuildParametersContext buildParameters, BuildMapContext buildMapContext)
{
var encryptionServices = buildParameters.Parameters.EncryptionServices;

View File

@@ -12,7 +12,7 @@ namespace YooAsset.Editor
{
void IBuildTask.Run(BuildContext context)
{
var buildParametersContext = context.GetContextObject<AssetBundleBuilder.BuildParametersContext>();
var buildParametersContext = context.GetContextObject<BuildParametersContext>();
var buildMapContext = BuildMapCreater.CreateBuildMap(buildParametersContext.Parameters.BuildMode);
context.SetContextObject(buildMapContext);
BuildRunner.Log("构建内容准备完毕!");

View File

@@ -11,7 +11,7 @@ namespace YooAsset.Editor
{
void IBuildTask.Run(BuildContext context)
{
var buildParameters = context.GetContextObject<AssetBundleBuilder.BuildParametersContext>();
var buildParameters = context.GetContextObject<BuildParametersContext>();
buildParameters.BeginWatch();
// 检测构建平台是否合法
@@ -26,6 +26,17 @@ namespace YooAsset.Editor
if (string.IsNullOrEmpty(buildParameters.PipelineOutputDirectory))
throw new Exception("输出目录不能为空");
// 检测当前是否正在构建资源包
if (BuildPipeline.isBuildingPlayer)
throw new Exception("当前正在构建资源包,请结束后再试");
// 检测是否有未保存场景
if (EditorTools.HasDirtyScenes())
throw new Exception("检测到未保存的场景文件");
// 保存改动的资源
AssetDatabase.SaveAssets();
// 增量更新时候的必要检测
var buildMode = buildParameters.Parameters.BuildMode;
if (buildMode == EBuildMode.IncrementalBuild)

View File

@@ -13,7 +13,7 @@ namespace YooAsset.Editor
{
void IBuildTask.Run(BuildContext context)
{
var buildParametersContext = context.GetContextObject<AssetBundleBuilder.BuildParametersContext>();
var buildParametersContext = context.GetContextObject<BuildParametersContext>();
// 模拟构建模式下跳过验证
if (buildParametersContext.Parameters.BuildMode == EBuildMode.SimulateBuild)
@@ -32,58 +32,26 @@ namespace YooAsset.Editor
/// </summary>
private void VerifyingBuildingResult(BuildContext context, AssetBundleManifest unityManifest)
{
var buildParameters = context.GetContextObject<AssetBundleBuilder.BuildParametersContext>();
var buildParameters = context.GetContextObject<BuildParametersContext>();
var buildMapContext = context.GetContextObject<BuildMapContext>();
string[] buildedBundles = unityManifest.GetAllAssetBundles();
// 1. 过滤掉原生Bundle
List<BuildBundleInfo> expectBundles = new List<BuildBundleInfo>(buildedBundles.Length);
foreach(var bundleInfo in buildMapContext.BundleInfos)
{
if (bundleInfo.IsRawFile == false)
expectBundles.Add(bundleInfo);
}
string[] expectBundles = buildMapContext.BundleInfos.Where(t => t.IsRawFile == false).Select(t => t.BundleName).ToArray();
// 2. 验证数量
if (buildedBundles.Length != expectBundles.Count)
// 2. 验证Bundle
List<string> intersectBundleList = buildedBundles.Except(expectBundles).ToList();
if (intersectBundleList.Count > 0)
{
Debug.LogWarning($"构建过程中可能存在无效的资源导致和预期构建的Bundle数量不一致");
}
// 3. 正向验证Bundle
foreach (var bundleName in buildedBundles)
{
if (buildMapContext.IsContainsBundle(bundleName) == false)
foreach (var intersectBundle in intersectBundleList)
{
throw new Exception($"Should never get here !");
Debug.LogWarning($"差异资源包: {intersectBundle}");
}
throw new System.Exception("存在差异资源包!请查看警告信息!");
}
// 4. 反向验证Bundle
// 3. 验证Asset
bool isPass = true;
foreach (var expectBundle in expectBundles)
{
bool isMatch = false;
foreach (var buildedBundle in buildedBundles)
{
if (buildedBundle == expectBundle.BundleName)
{
isMatch = true;
break;
}
}
if (isMatch == false)
{
isPass = false;
Debug.LogWarning($"没有找到预期构建的Bundle文件 : {expectBundle.BundleName}");
}
}
if(isPass == false)
{
throw new Exception("构建结果验证没有通过,请参考警告日志!");
}
// 5. 验证Asset
var buildMode = buildParameters.Parameters.BuildMode;
if (buildMode == EBuildMode.ForceRebuild || buildMode == EBuildMode.IncrementalBuild)
{
@@ -137,7 +105,6 @@ namespace YooAsset.Editor
}
}
// 卸载所有加载的Bundle
BuildRunner.Log("构建结果验证成功!");
}

View File

@@ -0,0 +1,60 @@
using System;
using System.Linq;
using System.IO;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using UnityEditor.Build.Pipeline.Interfaces;
namespace YooAsset.Editor
{
[TaskAttribute("验证构建结果")]
public class TaskVerifyBuildResult_SBP : IBuildTask
{
void IBuildTask.Run(BuildContext context)
{
var buildParametersContext = context.GetContextObject<BuildParametersContext>();
// 模拟构建模式下跳过验证
if (buildParametersContext.Parameters.BuildMode == EBuildMode.SimulateBuild)
return;
// 验证构建结果
if (buildParametersContext.Parameters.VerifyBuildingResult)
{
var buildResultContext = context.GetContextObject<TaskBuilding_SBP.SBPBuildResultContext>();
VerifyingBuildingResult(context, buildResultContext.Results);
}
}
/// <summary>
/// 验证构建结果
/// </summary>
private void VerifyingBuildingResult(BuildContext context, IBundleBuildResults buildResults)
{
var buildParameters = context.GetContextObject<BuildParametersContext>();
var buildMapContext = context.GetContextObject<BuildMapContext>();
// 1. 移除特定Bundle
List<string> buildedBundles = buildResults.BundleInfos.Keys.ToList();
buildedBundles.Remove(YooAssetSettings.UnityBuiltInShadersBundleName);
// 2. 过滤掉原生Bundle
List<string> expectBundles = buildMapContext.BundleInfos.Where(t => t.IsRawFile == false).Select(t => t.BundleName).ToList();
// 3. 验证Bundle
List<string> intersectBundleList = buildedBundles.Except(expectBundles).ToList();
if (intersectBundleList.Count > 0)
{
foreach (var intersectBundle in intersectBundleList)
{
Debug.LogWarning($"差异资源包: {intersectBundle}");
}
throw new System.Exception("存在差异资源包!请查看警告信息!");
}
BuildRunner.Log("构建结果验证成功!");
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 16aa7c2c37209a043b4f33d7854047c6
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,19 @@

namespace YooAsset.Editor
{
/// <summary>
/// 构建管线类型
/// </summary>
public enum EBuildPipeline
{
/// <summary>
/// 传统内置构建管线
/// </summary>
BuiltinBuildPipeline,
/// <summary>
/// 可编程构建管线
/// </summary>
ScriptableBuildPipeline,
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: e53e56a0f6b01dd4c933249d2bda8d78
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -180,7 +180,15 @@ namespace YooAsset.Editor
private bool IsValidateAsset(string assetPath)
{
if (assetPath.StartsWith("Assets/") == false && assetPath.StartsWith("Packages/") == false)
{
UnityEngine.Debug.LogError($"Invalid asset path : {assetPath}");
return false;
}
if (assetPath.Contains("/Gizmos/"))
{
UnityEngine.Debug.LogWarning($"Cannot pack gizmos asset : {assetPath}");
return false;
}
if (AssetDatabase.IsValidFolder(assetPath))
return false;

View File

@@ -18,6 +18,7 @@ namespace YooAsset.Editor
window.minSize = new Vector2(800, 600);
}
private Button _saveButton;
private List<string> _collectorTypeList;
private List<string> _activeRuleList;
private List<string> _addressRuleList;
@@ -69,6 +70,10 @@ namespace YooAsset.Editor
var importBtn = root.Q<Button>("ImportButton");
importBtn.clicked += ImportBtn_clicked;
// 配置保存按钮
_saveButton = root.Q<Button>("SaveButton");
_saveButton.clicked += SaveBtn_clicked;
// 公共设置相关
_enableAddressableToogle = root.Q<Toggle>("EnableAddressable");
_enableAddressableToogle.RegisterValueChangedCallback(evt =>
@@ -193,6 +198,22 @@ namespace YooAsset.Editor
if (AssetBundleCollectorSettingData.IsDirty)
AssetBundleCollectorSettingData.SaveFile();
}
public void Update()
{
if (_saveButton != null)
{
if (AssetBundleCollectorSettingData.IsDirty)
{
if (_saveButton.enabledSelf == false)
_saveButton.SetEnabled(true);
}
else
{
if (_saveButton.enabledSelf)
_saveButton.SetEnabled(false);
}
}
}
private void RefreshWindow()
{
@@ -221,6 +242,10 @@ namespace YooAsset.Editor
RefreshWindow();
}
}
private void SaveBtn_clicked()
{
AssetBundleCollectorSettingData.SaveFile();
}
// 分组列表相关
private void FillGroupViewData()

View File

@@ -1,5 +1,6 @@
<ui:UXML xmlns:ui="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements" xsi="http://www.w3.org/2001/XMLSchema-instance" engine="UnityEngine.UIElements" editor="UnityEditor.UIElements" noNamespaceSchemaLocation="../../UIElementsSchema/UIElements.xsd" editor-extension-mode="True">
<uie:Toolbar name="Toolbar" style="display: flex; flex-direction: row-reverse;">
<ui:Button text="Save" display-tooltip-when-elided="true" name="SaveButton" style="width: 50px; background-color: rgb(56, 147, 58);" />
<ui:Button text="导出" display-tooltip-when-elided="true" name="ExportButton" style="width: 50px; background-color: rgb(56, 147, 58);" />
<ui:Button text="导入" display-tooltip-when-elided="true" name="ImportButton" style="width: 50px; background-color: rgb(56, 147, 58);" />
</uie:Toolbar>

View File

@@ -45,12 +45,15 @@ namespace YooAsset.Editor
private Label _playerName;
private ToolbarMenu _viewModeMenu;
private SliderInt _frameSlider;
private DebuggerAssetListViewer _assetListViewer;
private DebuggerBundleListViewer _bundleListViewer;
private EViewMode _viewMode;
private DebugReport _debugReport;
private string _searchKeyWord;
private DebugReport _currentReport;
private RemotePlayerSession _currentPlayerSession;
private int _rangeIndex = 0;
public void CreateGUI()
@@ -76,14 +79,36 @@ namespace YooAsset.Editor
// 视口模式菜单
_viewModeMenu = root.Q<ToolbarMenu>("ViewModeMenu");
_viewModeMenu.menu.AppendAction(EViewMode.AssetView.ToString(), ViewModeMenuAction, ViewModeMenuFun, EViewMode.AssetView);
_viewModeMenu.menu.AppendAction(EViewMode.BundleView.ToString(), ViewModeMenuAction, ViewModeMenuFun, EViewMode.BundleView);
_viewModeMenu.menu.AppendAction(EViewMode.AssetView.ToString(), OnViewModeMenuChange, OnViewModeMenuStatusUpdate, EViewMode.AssetView);
_viewModeMenu.menu.AppendAction(EViewMode.BundleView.ToString(), OnViewModeMenuChange, OnViewModeMenuStatusUpdate, EViewMode.BundleView);
_viewModeMenu.text = EViewMode.AssetView.ToString();
// 搜索栏
var searchField = root.Q<ToolbarSearchField>("SearchField");
searchField.RegisterValueChangedCallback(OnSearchKeyWordChange);
// 帧数相关
{
_frameSlider = root.Q<SliderInt>("FrameSlider");
_frameSlider.label = "Frame:";
_frameSlider.highValue = 0;
_frameSlider.lowValue = 0;
_frameSlider.value = 0;
_frameSlider.RegisterValueChangedCallback(evt =>
{
OnFrameSliderChange(evt.newValue);
});
var frameLast = root.Q<ToolbarButton>("FrameLast");
frameLast.clicked += OnFrameLast_clicked;
var frameNext = root.Q<ToolbarButton>("FrameNext");
frameNext.clicked += OnFrameNext_clicked;
var frameClear = root.Q<ToolbarButton>("FrameClear");
frameClear.clicked += OnFrameClear_clicked;
}
// 加载视图
_assetListViewer = new DebuggerAssetListViewer();
_assetListViewer.InitViewer();
@@ -126,7 +151,6 @@ namespace YooAsset.Editor
{
Debug.Log($"Game player disconnection : {playerId}");
_playerName.text = $"Disconneced player : {playerId}";
RemovePlayerSession(playerId);
}
private void OnHandlePlayerMessage(MessageEventArgs args)
{
@@ -135,13 +159,53 @@ namespace YooAsset.Editor
}
private void OnHandleDebugReport(int playerId, DebugReport debugReport)
{
var playerSession = GetOrCreatePlayerSession(playerId);
playerSession.AddDebugReport(debugReport);
_debugReport = debugReport;
_assetListViewer.FillViewData(debugReport, _searchKeyWord);
_bundleListViewer.FillViewData(debugReport, _searchKeyWord);
Debug.Log($"Handle player {playerId} debug report !");
_currentPlayerSession = GetOrCreatePlayerSession(playerId);
_currentPlayerSession.AddDebugReport(debugReport);
_frameSlider.highValue = _currentPlayerSession.MaxRangeValue;
_frameSlider.value = _currentPlayerSession.MaxRangeValue;
UpdateFrameView(_currentPlayerSession);
}
private void OnFrameSliderChange(int sliderValue)
{
if (_currentPlayerSession != null)
{
_rangeIndex = _currentPlayerSession.ClampRangeIndex(sliderValue); ;
UpdateFrameView(_currentPlayerSession, _rangeIndex);
}
}
private void OnFrameLast_clicked()
{
if (_currentPlayerSession != null)
{
_rangeIndex = _currentPlayerSession.ClampRangeIndex(_rangeIndex - 1);
_frameSlider.value = _rangeIndex;
UpdateFrameView(_currentPlayerSession, _rangeIndex);
}
}
private void OnFrameNext_clicked()
{
if (_currentPlayerSession != null)
{
_rangeIndex = _currentPlayerSession.ClampRangeIndex(_rangeIndex + 1);
_frameSlider.value = _rangeIndex;
UpdateFrameView(_currentPlayerSession, _rangeIndex);
}
}
private void OnFrameClear_clicked()
{
if (_currentPlayerSession != null)
{
_frameSlider.label = $"Frame:";
_frameSlider.value = 0;
_frameSlider.lowValue = 0;
_frameSlider.highValue = 0;
_currentPlayerSession.ClearDebugReport();
_assetListViewer.ClearView();
_bundleListViewer.ClearView();
}
}
private RemotePlayerSession GetOrCreatePlayerSession(int playerId)
{
if (_playerSessions.TryGetValue(playerId, out RemotePlayerSession session))
@@ -155,10 +219,26 @@ namespace YooAsset.Editor
return newSession;
}
}
private void RemovePlayerSession(int playerId)
private void UpdateFrameView(RemotePlayerSession playerSession)
{
if (_playerSessions.ContainsKey(playerId))
_playerSessions.Remove(playerId);
if (playerSession != null)
{
UpdateFrameView(playerSession, playerSession.MaxRangeValue);
}
}
private void UpdateFrameView(RemotePlayerSession playerSession, int rangeIndex)
{
if (playerSession == null)
return;
var debugReport = playerSession.GetDebugReport(rangeIndex);
if (debugReport != null)
{
_currentReport = debugReport;
_frameSlider.label = $"Frame: {debugReport.FrameCount}";
_assetListViewer.FillViewData(debugReport, _searchKeyWord);
_bundleListViewer.FillViewData(debugReport, _searchKeyWord);
}
}
private void SampleBtn_onClick()
@@ -174,13 +254,13 @@ namespace YooAsset.Editor
private void OnSearchKeyWordChange(ChangeEvent<string> e)
{
_searchKeyWord = e.newValue;
if (_debugReport != null)
if (_currentReport != null)
{
_assetListViewer.FillViewData(_debugReport, _searchKeyWord);
_bundleListViewer.FillViewData(_debugReport, _searchKeyWord);
_assetListViewer.FillViewData(_currentReport, _searchKeyWord);
_bundleListViewer.FillViewData(_currentReport, _searchKeyWord);
}
}
private void ViewModeMenuAction(DropdownMenuAction action)
private void OnViewModeMenuChange(DropdownMenuAction action)
{
var viewMode = (EViewMode)action.userData;
if (_viewMode != viewMode)
@@ -188,11 +268,24 @@ namespace YooAsset.Editor
_viewMode = viewMode;
VisualElement root = this.rootVisualElement;
_viewModeMenu.text = viewMode.ToString();
_assetListViewer.AttachParent(root);
_bundleListViewer.DetachParent();
if (viewMode == EViewMode.AssetView)
{
_assetListViewer.AttachParent(root);
_bundleListViewer.DetachParent();
}
else if (viewMode == EViewMode.BundleView)
{
_assetListViewer.DetachParent();
_bundleListViewer.AttachParent(root);
}
else
{
throw new NotImplementedException(viewMode.ToString());
}
}
}
private DropdownMenuAction.Status ViewModeMenuFun(DropdownMenuAction action)
private DropdownMenuAction.Status OnViewModeMenuStatusUpdate(DropdownMenuAction action)
{
var viewMode = (EViewMode)action.userData;
if (_viewMode == viewMode)

View File

@@ -1,8 +1,14 @@
<ui:UXML xmlns:ui="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements" xsi="http://www.w3.org/2001/XMLSchema-instance" engine="UnityEngine.UIElements" editor="UnityEditor.UIElements" noNamespaceSchemaLocation="../../UIElementsSchema/UIElements.xsd" editor-extension-mode="True">
<uie:Toolbar name="Toolbar" style="display: flex;">
<uie:Toolbar name="TopToolbar" style="display: flex;">
<ui:Label text="Player" display-tooltip-when-elided="true" name="PlayerName" style="width: 200px; -unity-text-align: middle-left; padding-left: 5px;" />
<uie:ToolbarMenu display-tooltip-when-elided="true" name="ViewModeMenu" text="ViewMode" style="width: 100px; flex-grow: 0;" />
<uie:ToolbarSearchField focusable="true" name="SearchField" style="flex-grow: 1;" />
<uie:ToolbarButton text="刷新" display-tooltip-when-elided="true" name="SampleButton" style="width: 70px; background-color: rgb(15, 118, 31); -unity-text-align: middle-center; border-top-left-radius: 2px; border-bottom-left-radius: 2px; border-top-right-radius: 2px; border-bottom-right-radius: 2px; border-left-width: 1px; border-right-width: 1px;" />
</uie:Toolbar>
<uie:Toolbar name="FrameToolbar">
<ui:SliderInt picking-mode="Ignore" label="Frame:" value="42" high-value="100" name="FrameSlider" style="flex-grow: 1;" />
<uie:ToolbarButton text=" &lt;&lt; " display-tooltip-when-elided="true" name="FrameLast" />
<uie:ToolbarButton text=" &gt;&gt; " display-tooltip-when-elided="true" name="FrameNext" />
<uie:ToolbarButton text="Clear" display-tooltip-when-elided="true" name="FrameClear" />
</uie:Toolbar>
</ui:UXML>

View File

@@ -18,6 +18,24 @@ namespace YooAsset.Editor
/// </summary>
public int MaxReportCount { private set; get; }
public int MinRangeValue
{
get
{
return 0;
}
}
public int MaxRangeValue
{
get
{
int index = _reportList.Count - 1;
if (index < 0)
index = 0;
return index;
}
}
public RemotePlayerSession(int playerId, int maxReportCount = 1000)
{
@@ -25,6 +43,14 @@ namespace YooAsset.Editor
MaxReportCount = maxReportCount;
}
/// <summary>
/// 清理缓存数据
/// </summary>
public void ClearDebugReport()
{
_reportList.Clear();
}
/// <summary>
/// 添加一个调试报告
/// </summary>
@@ -39,13 +65,29 @@ namespace YooAsset.Editor
}
/// <summary>
/// 获取最近一次的报告
/// 获取调试报告
/// </summary>
public DebugReport GetLatestReport()
public DebugReport GetDebugReport(int rangeIndex)
{
if (_reportList.Count == 0)
return null;
return _reportList[_reportList.Count - 1];
if (rangeIndex < 0 || rangeIndex >= _reportList.Count)
return null;
return _reportList[rangeIndex];
}
/// <summary>
/// 规范索引值
/// </summary>
public int ClampRangeIndex(int rangeIndex)
{
if (rangeIndex < 0)
return 0;
if (rangeIndex > MaxRangeValue)
return MaxRangeValue;
return rangeIndex;
}
}
}

View File

@@ -47,6 +47,18 @@ namespace YooAsset.Editor
_dependListView.bindItem = BindDependListViewItem;
}
/// <summary>
/// 清空页面
/// </summary>
public void ClearView()
{
_debugReport = null;
_assetListView.Clear();
_assetListView.ClearSelection();
_assetListView.itemsSource.Clear();
_assetListView.Rebuild();
}
/// <summary>
/// 填充页面数据
/// </summary>

View File

@@ -46,6 +46,18 @@ namespace YooAsset.Editor
_usingListView.makeItem = MakeIncludeListViewItem;
_usingListView.bindItem = BindIncludeListViewItem;
}
/// <summary>
/// 清空页面
/// </summary>
public void ClearView()
{
_debugReport = null;
_bundleListView.Clear();
_bundleListView.ClearSelection();
_bundleListView.itemsSource.Clear();
_bundleListView.Rebuild();
}
/// <summary>
/// 填充页面数据

View File

@@ -58,10 +58,13 @@ namespace YooAsset.Editor
_buildReport = buildReport;
_items.Clear();
_items.Add(new ItemWrapper("YooAsset版本", buildReport.Summary.YooVersion));
_items.Add(new ItemWrapper("引擎版本", buildReport.Summary.UnityVersion));
_items.Add(new ItemWrapper("构建时间", buildReport.Summary.BuildTime));
_items.Add(new ItemWrapper("构建时间", buildReport.Summary.BuildDate));
_items.Add(new ItemWrapper("构建耗时", $"{buildReport.Summary.BuildSeconds}秒"));
_items.Add(new ItemWrapper("构建平台", $"{buildReport.Summary.BuildTarget}"));
_items.Add(new ItemWrapper("构建管线", $"{buildReport.Summary.BuildPipeline}"));
_items.Add(new ItemWrapper("构建模式", $"{buildReport.Summary.BuildMode}"));
_items.Add(new ItemWrapper("构建版本", $"{buildReport.Summary.BuildVersion}"));
_items.Add(new ItemWrapper("内置资源标签", $"{buildReport.Summary.BuildinTags}"));

View File

@@ -7,6 +7,7 @@ using System.IO;
using System.Text;
using UnityEngine;
using UnityEditor;
using UnityEditor.SceneManagement;
namespace YooAsset.Editor
{
@@ -265,6 +266,20 @@ namespace YooAsset.Editor
}
#endregion
#region SceneUtility
public static bool HasDirtyScenes()
{
var sceneCount = EditorSceneManager.sceneCount;
for (var i = 0; i < sceneCount; ++i)
{
var scene = EditorSceneManager.GetSceneAt(i);
if (scene.isDirty)
return true;
}
return false;
}
#endregion
#region
/// <summary>
/// 创建文件所在的目录

View File

@@ -34,6 +34,8 @@ namespace YooAsset.Editor
EditorGUILayout.Space();
if (GUILayout.Button("搜集变种", GUILayout.MaxWidth(80)))
{
// 先删除再保存否则ShaderVariantCollection内容将无法及时刷新
AssetDatabase.DeleteAsset(ShaderVariantCollectorSettingData.Setting.SavePath);
ShaderVariantCollector.Run(ShaderVariantCollectorSettingData.Setting.SavePath);
}

View File

@@ -2,7 +2,9 @@
"name": "YooAsset.Editor",
"rootNamespace": "",
"references": [
"YooAsset"
"YooAsset",
"Unity.ScriptableBuildPipeline",
"Unity.ScriptableBuildPipeline.Editor"
],
"includePlatforms": [
"Editor"

View File

@@ -10,12 +10,10 @@ namespace YooAsset
{
private static readonly List<AssetBundleLoaderBase> _loaders = new List<AssetBundleLoaderBase>(1000);
private static readonly List<ProviderBase> _providers = new List<ProviderBase>(1000);
private static readonly HashSet<AssetOperationHandle> _trackGameObjectHandles = new HashSet<AssetOperationHandle>();
private static readonly Dictionary<string, SceneOperationHandle> _sceneHandles = new Dictionary<string, SceneOperationHandle>(100);
private static bool _simulationOnEditor;
private static int _loadingMaxNumber;
public static bool AutoReleaseGameObjectHandle { private set; get; }
public static IDecryptionServices DecryptionServices { private set; get; }
public static IBundleServices BundleServices { private set; get; }
@@ -24,11 +22,10 @@ namespace YooAsset
/// 初始化
/// 注意在使用AssetSystem之前需要初始化
/// </summary>
public static void Initialize(bool simulationOnEditor, int loadingMaxNumber, bool autoReleaseGameObjectHandle, IDecryptionServices decryptionServices, IBundleServices bundleServices)
public static void Initialize(bool simulationOnEditor, int loadingMaxNumber, IDecryptionServices decryptionServices, IBundleServices bundleServices)
{
_simulationOnEditor = simulationOnEditor;
_loadingMaxNumber = loadingMaxNumber;
AutoReleaseGameObjectHandle = autoReleaseGameObjectHandle;
DecryptionServices = decryptionServices;
BundleServices = bundleServices;
}
@@ -84,11 +81,6 @@ namespace YooAsset
/// </summary>
public static void UnloadUnusedAssets()
{
if (AutoReleaseGameObjectHandle)
{
CheckAutoReleaseGameObjectHandle();
}
if (_simulationOnEditor)
{
for (int i = _providers.Count - 1; i >= 0; i--)
@@ -229,29 +221,6 @@ namespace YooAsset
return provider.CreateHandle<SubAssetsOperationHandle>();
}
/// <summary>
/// 添加自动释放的游戏对象句柄
/// </summary>
public static void AddAutoReleaseGameObjectHandle(AssetOperationHandle handle)
{
if (_trackGameObjectHandles.Contains(handle) == false)
_trackGameObjectHandles.Add(handle);
}
private static void CheckAutoReleaseGameObjectHandle()
{
List<AssetOperationHandle> removeList = new List<AssetOperationHandle>();
foreach (var trackHandle in _trackGameObjectHandles)
{
trackHandle.CheckAutoReleaseHandle();
if (trackHandle.IsValidNoWarning == false)
removeList.Add(trackHandle);
}
foreach (var removeHandle in removeList)
{
_trackGameObjectHandles.Remove(removeHandle);
}
}
internal static void UnloadSubScene(ProviderBase provider)
{
string providerGUID = provider.MainAssetInfo.ProviderGUID;

View File

@@ -50,6 +50,17 @@ namespace YooAsset
}
}
/// <summary>
/// 获取资源对象
/// </summary>
/// <typeparam name="TAsset">资源类型</typeparam>
public TAsset GetAssetObject<TAsset>() where TAsset : UnityEngine.Object
{
if (IsValid == false)
return null;
return Provider.AssetObject as TAsset;
}
/// <summary>
/// 等待异步执行完毕
/// </summary>
@@ -133,57 +144,13 @@ namespace YooAsset
else
result = UnityEngine.Object.Instantiate(Provider.AssetObject as GameObject, parent);
}
if (AssetSystem.AutoReleaseGameObjectHandle)
{
AddTrackGameObject(result);
}
return result;
}
private InstantiateOperation InstantiateAsyncInternal(Vector3 position, Quaternion rotation, Transform parent, bool setPositionRotation)
{
InstantiateOperation operation = new InstantiateOperation(this, position, rotation, parent, setPositionRotation);
OperationSystem.StartOperaiton(operation);
if (AssetSystem.AutoReleaseGameObjectHandle)
{
operation.Completed += InstantiateOperationCompleted;
}
return operation;
}
#region
private readonly HashSet<GameObject> _trackGameObjects = new HashSet<GameObject>();
private void InstantiateOperationCompleted(AsyncOperationBase obj)
{
if (obj.Status == EOperationStatus.Succeed)
{
var op = obj as InstantiateOperation;
AddTrackGameObject(op.Result);
}
}
private void AddTrackGameObject(GameObject go)
{
if (go != null)
{
_trackGameObjects.Add(go);
AssetSystem.AddAutoReleaseGameObjectHandle(this);
}
}
internal void CheckAutoReleaseHandle()
{
if (IsValidNoWarning == false)
return;
if (_trackGameObjects.Count == 0)
return;
foreach (var go in _trackGameObjects)
{
if (go != null)
return;
}
ReleaseInternal();
}
#endregion
}
}
}

View File

@@ -14,6 +14,15 @@ namespace YooAsset
}
internal abstract void InvokeCallback();
/// <summary>
/// 获取资源信息
/// </summary>
public AssetInfo GetAssetInfo()
{
return _assetInfo;
}
/// <summary>
/// 当前状态
/// </summary>

View File

@@ -117,7 +117,11 @@ namespace YooAsset
if (AssetSystem.DecryptionServices == null)
throw new Exception($"{nameof(AssetBundleFileLoader)} need {nameof(IDecryptionServices)} : {MainBundleInfo.BundleName}");
ulong offset = AssetSystem.DecryptionServices.GetFileOffset();
DecryptionFileInfo fileInfo = new DecryptionFileInfo();
fileInfo.BundleName = MainBundleInfo.BundleName;
fileInfo.BundleHash = MainBundleInfo.Hash;
fileInfo.BundleCRC = MainBundleInfo.CRC;
ulong offset = AssetSystem.DecryptionServices.GetFileOffset(fileInfo);
if (_isWaitForAsyncComplete)
CacheBundle = AssetBundle.LoadFromFile(_fileLoadPath, 0, offset);
else

View File

@@ -119,11 +119,6 @@ namespace YooAsset
}
}
/// <summary>
/// 错误信息
/// </summary>
public string Error { private set; get; }
private BundleInfo()
{
@@ -136,7 +131,6 @@ namespace YooAsset
RemoteMainURL = mainURL;
RemoteFallbackURL = fallbackURL;
EditorAssetPath = string.Empty;
Error = string.Empty;
}
public BundleInfo(PatchBundle patchBundle, ELoadMode loadMode, string editorAssetPath)
{
@@ -146,7 +140,6 @@ namespace YooAsset
RemoteMainURL = string.Empty;
RemoteFallbackURL = string.Empty;
EditorAssetPath = editorAssetPath;
Error = string.Empty;
}
public BundleInfo(PatchBundle patchBundle, ELoadMode loadMode)
{
@@ -156,17 +149,6 @@ namespace YooAsset
RemoteMainURL = string.Empty;
RemoteFallbackURL = string.Empty;
EditorAssetPath = string.Empty;
Error = string.Empty;
}
public BundleInfo(string error)
{
_patchBundle = null;
LoadMode = ELoadMode.None;
BundleName = string.Empty;
RemoteMainURL = string.Empty;
RemoteFallbackURL = string.Empty;
EditorAssetPath = string.Empty;
Error = error;
}
/// <summary>

View File

@@ -137,12 +137,14 @@ namespace YooAsset
{
None,
InitCache,
Update,
LoadManifest,
CopyManifest,
Done,
}
private readonly HostPlayModeImpl _impl;
private readonly AppManifestLoader _appManifestLoader = new AppManifestLoader();
private readonly AppManifestCopyer _appManifestCopyer = new AppManifestCopyer();
private ESteps _steps = ESteps.None;
internal HostPlayModeInitializationOperation(HostPlayModeImpl impl)
@@ -176,10 +178,10 @@ namespace YooAsset
// 更新缓存文件
CacheData.UpdateCache();
}
_steps = ESteps.Update;
_steps = ESteps.LoadManifest;
}
if (_steps == ESteps.Update)
if (_steps == ESteps.LoadManifest)
{
_appManifestLoader.Update();
Progress = _appManifestLoader.Progress();
@@ -194,10 +196,29 @@ namespace YooAsset
}
else
{
_steps = ESteps.Done;
Status = EOperationStatus.Succeed;
_impl.SetAppPatchManifest(_appManifestLoader.Result);
_impl.SetLocalPatchManifest(_appManifestLoader.Result);
_appManifestCopyer.Init(_appManifestLoader.StaticVersion);
_steps = ESteps.CopyManifest;
}
}
if (_steps == ESteps.CopyManifest)
{
_appManifestCopyer.Update();
if (_appManifestCopyer.IsDone() == false)
return;
if (_appManifestCopyer.Result == false)
{
_steps = ESteps.Done;
Status = EOperationStatus.Failed;
Error = _appManifestCopyer.Error;
}
else
{
_steps = ESteps.Done;
Status = EOperationStatus.Succeed;
}
}
}
@@ -215,14 +236,12 @@ namespace YooAsset
CheckStaticVersion,
LoadAppManifest,
CheckAppManifest,
Succeed,
Failed,
Done,
}
private ESteps _steps = ESteps.LoadStaticVersion;
private UnityWebDataRequester _downloader1;
private UnityWebDataRequester _downloader2;
private int _staticVersion = 0;
/// <summary>
/// 错误日志
@@ -230,19 +249,21 @@ namespace YooAsset
public string Error { private set; get; }
/// <summary>
/// 补丁清单
/// 加载结果
/// </summary>
public PatchManifest Result { private set; get; }
/// <summary>
/// 内置补丁清单版本号
/// </summary>
public int StaticVersion { private set; get; }
/// <summary>
/// 是否已经完成
/// </summary>
public bool IsDone()
{
if (_steps == ESteps.Succeed || _steps == ESteps.Failed)
return true;
else
return false;
return _steps == ESteps.Done;
}
/// <summary>
@@ -255,6 +276,9 @@ namespace YooAsset
return _downloader2.Progress();
}
/// <summary>
/// 更新流程
/// </summary>
public void Update()
{
if (IsDone())
@@ -278,11 +302,11 @@ namespace YooAsset
if (_downloader1.HasError())
{
Error = _downloader1.GetError();
_steps = ESteps.Failed;
_steps = ESteps.Done;
}
else
{
_staticVersion = int.Parse(_downloader1.GetText());
StaticVersion = int.Parse(_downloader1.GetText());
_steps = ESteps.LoadAppManifest;
}
_downloader1.Dispose();
@@ -291,7 +315,7 @@ namespace YooAsset
if (_steps == ESteps.LoadAppManifest)
{
YooLogger.Log($"Load application patch manifest.");
string filePath = PathHelper.MakeStreamingLoadPath(YooAssetSettingsData.GetPatchManifestFileName(_staticVersion));
string filePath = PathHelper.MakeStreamingLoadPath(YooAssetSettingsData.GetPatchManifestFileName(StaticVersion));
string url = PathHelper.ConvertToWWWPath(filePath);
_downloader2 = new UnityWebDataRequester();
_downloader2.SendRequest(url);
@@ -306,16 +330,108 @@ namespace YooAsset
if (_downloader2.HasError())
{
Error = _downloader2.GetError();
_steps = ESteps.Failed;
_steps = ESteps.Done;
}
else
{
// 解析APP里的补丁清单
Result = PatchManifest.Deserialize(_downloader2.GetText());
_steps = ESteps.Succeed;
_steps = ESteps.Done;
}
_downloader2.Dispose();
}
}
}
/// <summary>
/// 内置补丁清单复制器
/// </summary>
internal class AppManifestCopyer
{
private enum ESteps
{
CopyAppManifest,
CheckAppManifest,
Done,
}
private ESteps _steps = ESteps.CopyAppManifest;
private UnityWebFileRequester _downloader1;
private int _staticVersion;
/// <summary>
/// 错误日志
/// </summary>
public string Error { private set; get; }
/// <summary>
/// 拷贝结果
/// </summary>
public bool Result { private set; get; }
/// <summary>
/// 是否已经完成
/// </summary>
public bool IsDone()
{
return _steps == ESteps.Done;
}
/// <summary>
/// 初始化流程
/// </summary>
public void Init(int staticVersion)
{
_staticVersion = staticVersion;
}
/// <summary>
/// 更新流程
/// </summary>
public void Update()
{
if (IsDone())
return;
if (_steps == ESteps.CopyAppManifest)
{
string destFilePath = PathHelper.MakePersistentLoadPath(YooAssetSettingsData.GetPatchManifestFileName(_staticVersion));
if (File.Exists(destFilePath))
{
Result = true;
_steps = ESteps.Done;
return;
}
else
{
YooLogger.Log($"Copy application patch manifest.");
string sourceFilePath = PathHelper.MakeStreamingLoadPath(YooAssetSettingsData.GetPatchManifestFileName(_staticVersion));
string url = PathHelper.ConvertToWWWPath(sourceFilePath);
_downloader1 = new UnityWebFileRequester();
_downloader1.SendRequest(url, destFilePath);
_steps = ESteps.CheckAppManifest;
}
}
if (_steps == ESteps.CheckAppManifest)
{
if (_downloader1.IsDone() == false)
return;
if (_downloader1.HasError())
{
Result = false;
Error = _downloader1.GetError();
_steps = ESteps.Done;
}
else
{
Result = true;
_steps = ESteps.Done;
}
_downloader1.Dispose();
}
}
}
}

View File

@@ -69,6 +69,7 @@ namespace YooAsset
private ESteps _steps = ESteps.None;
private UnityWebDataRequester _downloader1;
private UnityWebDataRequester _downloader2;
private VerifyManager _verifyManager = new VerifyManager();
private float _verifyTime;
internal HostPlayModeUpdateManifestOperation(HostPlayModeImpl impl, int resourceVersion, int timeout)
@@ -171,20 +172,20 @@ namespace YooAsset
if (_steps == ESteps.InitVerifyingCache)
{
InitVerifyingCache();
_verifyManager.InitVerifyingCache(_impl.AppPatchManifest, _impl.LocalPatchManifest, false);
_verifyTime = UnityEngine.Time.realtimeSinceStartup;
_steps = ESteps.UpdateVerifyingCache;
}
if (_steps == ESteps.UpdateVerifyingCache)
{
Progress = GetVerifyProgress();
if (UpdateVerifyingCache())
Progress = _verifyManager.GetVerifyProgress();
if (_verifyManager.UpdateVerifyingCache())
{
_steps = ESteps.Done;
Status = EOperationStatus.Succeed;
float costTime = UnityEngine.Time.realtimeSinceStartup - _verifyTime;
YooLogger.Log($"Verify result : Success {_verifySuccessCount}, Fail {_verifyFailCount}, Elapsed time {costTime} seconds");
YooLogger.Log($"Verify result : Success {_verifyManager.VerifySuccessCount}, Fail {_verifyManager.VerifyFailCount}, Elapsed time {costTime} seconds");
}
}
}
@@ -248,8 +249,107 @@ namespace YooAsset
else
return string.Empty;
}
}
#region 线
/// <summary>
/// 网络模式的更新清单操作(弱联网)
/// </summary>
internal sealed class HostPlayModeWeaklyUpdateManifestOperation : UpdateManifestOperation
{
private enum ESteps
{
None,
LoadSandboxManifestHash,
InitVerifyingCache,
UpdateVerifyingCache,
Done,
}
private readonly HostPlayModeImpl _impl;
private readonly int _resourceVersion;
private ESteps _steps = ESteps.None;
private VerifyManager _verifyManager = new VerifyManager();
private float _verifyTime;
internal HostPlayModeWeaklyUpdateManifestOperation(HostPlayModeImpl impl, int resourceVersion)
{
_impl = impl;
_resourceVersion = resourceVersion;
}
internal override void Start()
{
_steps = ESteps.LoadSandboxManifestHash;
}
internal override void Update()
{
if (_steps == ESteps.None || _steps == ESteps.Done)
return;
if (_steps == ESteps.LoadSandboxManifestHash)
{
LoadSandboxPatchManifest(_resourceVersion);
_steps = ESteps.InitVerifyingCache;
}
if (_steps == ESteps.InitVerifyingCache)
{
if (_verifyManager.InitVerifyingCache(_impl.AppPatchManifest, _impl.LocalPatchManifest, true))
{
_verifyTime = UnityEngine.Time.realtimeSinceStartup;
_steps = ESteps.UpdateVerifyingCache;
}
else
{
_steps = ESteps.Done;
Status = EOperationStatus.Failed;
Error = $"The resource version {_resourceVersion} content is not complete !";
}
}
if (_steps == ESteps.UpdateVerifyingCache)
{
Progress = _verifyManager.GetVerifyProgress();
if (_verifyManager.UpdateVerifyingCache())
{
float costTime = UnityEngine.Time.realtimeSinceStartup - _verifyTime;
YooLogger.Log($"Verify result : Success {_verifyManager.VerifySuccessCount}, Fail {_verifyManager.VerifyFailCount}, Elapsed time {costTime} seconds");
if (_verifyManager.VerifyFailCount > 0)
{
_steps = ESteps.Done;
Status = EOperationStatus.Failed;
Error = $"The resource version {_resourceVersion} content has verify failed file !";
}
else
{
_steps = ESteps.Done;
Status = EOperationStatus.Succeed;
}
}
}
}
/// <summary>
/// 加载沙盒内的补丁清单
/// 注意:在加载本地补丁清单之前,未验证过文件的哈希值
/// </summary>
private void LoadSandboxPatchManifest(int updateResourceVersion)
{
string filePath = PathHelper.MakePersistentLoadPath(YooAssetSettingsData.GetPatchManifestFileName(updateResourceVersion));
if (File.Exists(filePath))
{
YooLogger.Log("Load sandbox patch manifest file.");
string jsonData = File.ReadAllText(filePath);
var sandboxPatchManifest = PatchManifest.Deserialize(jsonData);
_impl.SetLocalPatchManifest(sandboxPatchManifest);
}
}
}
/// <summary>
/// 本地缓存文件验证管理器
/// </summary>
internal class VerifyManager
{
private class ThreadInfo
{
public bool Result = false;
@@ -267,13 +367,14 @@ namespace YooAsset
private readonly ThreadSyncContext _syncContext = new ThreadSyncContext();
private int _verifyMaxNum = 32;
private int _verifyTotalCount = 0;
private int _verifySuccessCount = 0;
private int _verifyFailCount = 0;
private void InitVerifyingCache()
public int VerifySuccessCount { private set; get; } = 0;
public int VerifyFailCount { private set; get; } = 0;
public bool InitVerifyingCache(PatchManifest appPatchManifest, PatchManifest localPatchManifest, bool weaklyUpdate)
{
// 遍历所有文件然后验证并缓存合法文件
foreach (var patchBundle in _impl.LocalPatchManifest.BundleList)
foreach (var patchBundle in localPatchManifest.BundleList)
{
// 忽略缓存文件
if (DownloadSystem.ContainsVerifyFile(patchBundle.Hash))
@@ -281,18 +382,27 @@ namespace YooAsset
// 忽略APP资源
// 注意如果是APP资源并且哈希值相同则不需要下载
if (_impl.AppPatchManifest.Bundles.TryGetValue(patchBundle.BundleName, out PatchBundle appPatchBundle))
if (appPatchManifest.TryGetPatchBundle(patchBundle.BundleName, out PatchBundle appPatchBundle))
{
if (appPatchBundle.IsBuildin && appPatchBundle.Hash == patchBundle.Hash)
continue;
}
// 查看文件是否存在
string filePath = SandboxHelper.MakeCacheFilePath(patchBundle.Hash);
if (File.Exists(filePath) == false)
continue;
_waitingList.Add(patchBundle);
// 注意:在弱联网模式下,我们需要验证指定资源版本的所有资源完整性
if (weaklyUpdate)
{
string filePath = SandboxHelper.MakeCacheFilePath(patchBundle.Hash);
if (File.Exists(filePath))
_waitingList.Add(patchBundle);
else
return false;
}
else
{
string filePath = SandboxHelper.MakeCacheFilePath(patchBundle.Hash);
if (File.Exists(filePath))
_waitingList.Add(patchBundle);
}
}
// 设置同时验证的最大数
@@ -300,8 +410,9 @@ namespace YooAsset
YooLogger.Log($"Work threads : {workerThreads}, IO threads : {ioThreads}");
_verifyMaxNum = Math.Min(workerThreads, ioThreads);
_verifyTotalCount = _waitingList.Count;
return true;
}
private bool UpdateVerifyingCache()
public bool UpdateVerifyingCache()
{
_syncContext.Update();
@@ -331,6 +442,13 @@ namespace YooAsset
return false;
}
public float GetVerifyProgress()
{
if (_verifyTotalCount == 0)
return 1f;
return (float)(VerifySuccessCount + VerifyFailCount) / _verifyTotalCount;
}
private bool RunThread(PatchBundle patchBundle)
{
string filePath = SandboxHelper.MakeCacheFilePath(patchBundle.Hash);
@@ -348,24 +466,17 @@ namespace YooAsset
ThreadInfo info = (ThreadInfo)obj;
if (info.Result)
{
_verifySuccessCount++;
VerifySuccessCount++;
DownloadSystem.CacheVerifyFile(info.Bundle.Hash, info.Bundle.BundleName);
}
else
{
_verifyFailCount++;
VerifyFailCount++;
YooLogger.Warning($"Failed to verify file : {info.FilePath}");
if (File.Exists(info.FilePath))
File.Delete(info.FilePath);
}
_verifyingList.Remove(info.Bundle);
}
private float GetVerifyProgress()
{
if (_verifyTotalCount == 0)
return 1f;
return (float)(_verifySuccessCount + _verifyFailCount) / _verifyTotalCount;
}
#endregion
}
}

View File

@@ -203,7 +203,7 @@ namespace YooAsset
// 忽略APP资源
// 注意如果是APP资源并且哈希值相同则不需要下载
if (_impl.AppPatchManifest.Bundles.TryGetValue(patchBundle.BundleName, out PatchBundle appPatchBundle))
if (_impl.AppPatchManifest.TryGetPatchBundle(patchBundle.BundleName, out PatchBundle appPatchBundle))
{
if (appPatchBundle.IsBuildin && appPatchBundle.Hash == patchBundle.Hash)
continue;

View File

@@ -42,13 +42,13 @@ namespace YooAsset
/// 资源包集合提供BundleName获取PatchBundle
/// </summary>
[NonSerialized]
public readonly Dictionary<string, PatchBundle> Bundles = new Dictionary<string, PatchBundle>();
public readonly Dictionary<string, PatchBundle> BundleDic = new Dictionary<string, PatchBundle>();
/// <summary>
/// 资源映射集合提供AssetPath获取PatchAsset
/// </summary>
[NonSerialized]
public readonly Dictionary<string, PatchAsset> Assets = new Dictionary<string, PatchAsset>();
public readonly Dictionary<string, PatchAsset> AssetDic = new Dictionary<string, PatchAsset>();
/// <summary>
/// 资源路径映射集合
@@ -117,7 +117,7 @@ namespace YooAsset
/// </summary>
public string MappingToAssetPath(string location)
{
if(string.IsNullOrEmpty(location))
if (string.IsNullOrEmpty(location))
{
YooLogger.Error("Failed to mapping location to asset path, The location is null or empty.");
return string.Empty;
@@ -138,18 +138,18 @@ namespace YooAsset
}
/// <summary>
/// 获取资源包名称
/// 获取资源包
/// 注意:传入的资源路径一定合法有效!
/// </summary>
public string GetBundleName(string assetPath)
public PatchBundle GetMainPatchBundle(string assetPath)
{
if (Assets.TryGetValue(assetPath, out PatchAsset patchAsset))
if (AssetDic.TryGetValue(assetPath, out PatchAsset patchAsset))
{
int bundleID = patchAsset.BundleID;
if (bundleID >= 0 && bundleID < BundleList.Count)
{
var patchBundle = BundleList[bundleID];
return patchBundle.BundleName;
return patchBundle;
}
else
{
@@ -166,17 +166,17 @@ namespace YooAsset
/// 获取资源依赖列表
/// 注意:传入的资源路径一定合法有效!
/// </summary>
public string[] GetAllDependencies(string assetPath)
public PatchBundle[] GetAllDependencies(string assetPath)
{
if (Assets.TryGetValue(assetPath, out PatchAsset patchAsset))
if (AssetDic.TryGetValue(assetPath, out PatchAsset patchAsset))
{
List<string> result = new List<string>(patchAsset.DependIDs.Length);
List<PatchBundle> result = new List<PatchBundle>(patchAsset.DependIDs.Length);
foreach (var dependID in patchAsset.DependIDs)
{
if (dependID >= 0 && dependID < BundleList.Count)
{
var dependPatchBundle = BundleList[dependID];
result.Add(dependPatchBundle.BundleName);
result.Add(dependPatchBundle);
}
else
{
@@ -191,6 +191,22 @@ namespace YooAsset
}
}
/// <summary>
/// 尝试获取补丁资源
/// </summary>
public bool TryGetPatchAsset(string assetPath, out PatchAsset result)
{
return AssetDic.TryGetValue(assetPath, out result);
}
/// <summary>
/// 尝试获取补丁资源包
/// </summary>
public bool TryGetPatchBundle(string bundleName, out PatchBundle result)
{
return BundleDic.TryGetValue(bundleName, out result);
}
/// <summary>
/// 序列化
@@ -212,7 +228,7 @@ namespace YooAsset
foreach (var patchBundle in patchManifest.BundleList)
{
patchBundle.ParseFlagsValue();
patchManifest.Bundles.Add(patchBundle.BundleName, patchBundle);
patchManifest.BundleDic.Add(patchBundle.BundleName, patchBundle);
}
// AssetList
@@ -220,10 +236,10 @@ namespace YooAsset
{
// 注意:我们不允许原始路径存在重名
string assetPath = patchAsset.AssetPath;
if (patchManifest.Assets.ContainsKey(assetPath))
if (patchManifest.AssetDic.ContainsKey(assetPath))
throw new Exception($"AssetPath have existed : {assetPath}");
else
patchManifest.Assets.Add(assetPath, patchAsset);
patchManifest.AssetDic.Add(assetPath, patchAsset);
}
return patchManifest;

View File

@@ -40,19 +40,13 @@ namespace YooAsset
#region IBundleServices接口
BundleInfo IBundleServices.GetBundleInfo(AssetInfo assetInfo)
{
if(assetInfo.IsInvalid)
if (assetInfo.IsInvalid)
throw new Exception("Should never get here !");
string bundleName = _simulatePatchManifest.GetBundleName(assetInfo.AssetPath);
if (_simulatePatchManifest.Bundles.TryGetValue(bundleName, out PatchBundle patchBundle))
{
BundleInfo bundleInfo = new BundleInfo(patchBundle, BundleInfo.ELoadMode.LoadFromEditor, assetInfo.AssetPath);
return bundleInfo;
}
else
{
throw new Exception("Should never get here !");
}
// 注意:如果补丁清单里未找到资源包会抛出异常!
var patchBundle = _simulatePatchManifest.GetMainPatchBundle(assetInfo.AssetPath);
BundleInfo bundleInfo = new BundleInfo(patchBundle, BundleInfo.ELoadMode.LoadFromEditor, assetInfo.AssetPath);
return bundleInfo;
}
BundleInfo[] IBundleServices.GetAllDependBundleInfos(AssetInfo assetInfo)
{
@@ -64,7 +58,7 @@ namespace YooAsset
}
PatchAsset IBundleServices.TryGetPatchAsset(string assetPath)
{
if (_simulatePatchManifest.Assets.TryGetValue(assetPath, out PatchAsset patchAsset))
if (_simulatePatchManifest.TryGetPatchAsset(assetPath, out PatchAsset patchAsset))
return patchAsset;
else
return null;

View File

@@ -57,6 +57,16 @@ namespace YooAsset
return operation;
}
/// <summary>
/// 异步更新补丁清单(弱联网)
/// </summary>
public UpdateManifestOperation WeaklyUpdatePatchManifestAsync(int resourceVersion)
{
var operation = new HostPlayModeWeaklyUpdateManifestOperation(this, resourceVersion);
OperationSystem.StartOperaiton(operation);
return operation;
}
/// <summary>
/// 异步更新资源包裹
/// </summary>
@@ -98,7 +108,7 @@ namespace YooAsset
break;
}
}
if(used == false)
if (used == false)
{
YooLogger.Log($"Delete unused cache file : {fileInfo.Name}");
File.Delete(fileInfo.FullName);
@@ -126,7 +136,7 @@ namespace YooAsset
// 忽略APP资源
// 注意如果是APP资源并且哈希值相同则不需要下载
if (AppPatchManifest.Bundles.TryGetValue(patchBundle.BundleName, out PatchBundle appPatchBundle))
if (AppPatchManifest.TryGetPatchBundle(patchBundle.BundleName, out PatchBundle appPatchBundle))
{
if (appPatchBundle.IsBuildin && appPatchBundle.Hash == patchBundle.Hash)
continue;
@@ -158,7 +168,7 @@ namespace YooAsset
// 忽略APP资源
// 注意如果是APP资源并且哈希值相同则不需要下载
if (AppPatchManifest.Bundles.TryGetValue(patchBundle.BundleName, out PatchBundle appPatchBundle))
if (AppPatchManifest.TryGetPatchBundle(patchBundle.BundleName, out PatchBundle appPatchBundle))
{
if (appPatchBundle.IsBuildin && appPatchBundle.Hash == patchBundle.Hash)
continue;
@@ -205,21 +215,17 @@ namespace YooAsset
continue;
}
string mainBundleName = LocalPatchManifest.GetBundleName(assetInfo.AssetPath);
if (LocalPatchManifest.Bundles.TryGetValue(mainBundleName, out PatchBundle mainBundle))
{
if (checkList.Contains(mainBundle) == false)
checkList.Add(mainBundle);
}
// 注意:如果补丁清单里未找到资源包会抛出异常!
PatchBundle mainBundle = LocalPatchManifest.GetMainPatchBundle(assetInfo.AssetPath);
if (checkList.Contains(mainBundle) == false)
checkList.Add(mainBundle);
string[] dependBundleNames = LocalPatchManifest.GetAllDependencies(assetInfo.AssetPath);
foreach (var dependBundleName in dependBundleNames)
// 注意:如果补丁清单里未找到资源包会抛出异常!
PatchBundle[] dependBundles = LocalPatchManifest.GetAllDependencies(assetInfo.AssetPath);
foreach (var dependBundle in dependBundles)
{
if (LocalPatchManifest.Bundles.TryGetValue(dependBundleName, out PatchBundle dependBundle))
{
if (checkList.Contains(dependBundle) == false)
checkList.Add(dependBundle);
}
if (checkList.Contains(dependBundle) == false)
checkList.Add(dependBundle);
}
}
@@ -232,7 +238,7 @@ namespace YooAsset
// 忽略APP资源
// 注意如果是APP资源并且哈希值相同则不需要下载
if (AppPatchManifest.Bundles.TryGetValue(patchBundle.BundleName, out PatchBundle appPatchBundle))
if (AppPatchManifest.TryGetPatchBundle(patchBundle.BundleName, out PatchBundle appPatchBundle))
{
if (appPatchBundle.IsBuildin && appPatchBundle.Hash == patchBundle.Hash)
continue;
@@ -249,16 +255,60 @@ namespace YooAsset
/// </summary>
public PatchUnpackerOperation CreatePatchUnpackerByTags(string[] tags, int fileUpackingMaxNumber, int failedTryAgain)
{
List<BundleInfo> unpcakList = PatchHelper.GetUnpackListByTags(AppPatchManifest, tags);
List<BundleInfo> unpcakList = GetUnpackListByTags(tags);
var operation = new PatchUnpackerOperation(unpcakList, fileUpackingMaxNumber, failedTryAgain);
return operation;
}
private List<BundleInfo> GetUnpackListByTags(string[] tags)
{
List<PatchBundle> downloadList = new List<PatchBundle>(1000);
foreach (var patchBundle in AppPatchManifest.BundleList)
{
// 如果不是内置资源
if (patchBundle.IsBuildin == false)
continue;
// 忽略缓存文件
if (DownloadSystem.ContainsVerifyFile(patchBundle.Hash))
continue;
// 查询DLC资源
if (patchBundle.HasTag(tags))
{
downloadList.Add(patchBundle);
}
}
return ConvertToUnpackList(downloadList);
}
/// <summary>
/// 创建解压器
/// </summary>
public PatchUnpackerOperation CreatePatchUnpackerByAll(int fileUpackingMaxNumber, int failedTryAgain)
{
List<BundleInfo> unpcakList = PatchHelper.GetUnpackListByAll(AppPatchManifest);
List<BundleInfo> unpcakList = GetUnpackListByAll();
var operation = new PatchUnpackerOperation(unpcakList, fileUpackingMaxNumber, failedTryAgain);
return operation;
}
private List<BundleInfo> GetUnpackListByAll()
{
List<PatchBundle> downloadList = new List<PatchBundle>(1000);
foreach (var patchBundle in AppPatchManifest.BundleList)
{
// 如果不是内置资源
if (patchBundle.IsBuildin == false)
continue;
// 忽略缓存文件
if (DownloadSystem.ContainsVerifyFile(patchBundle.Hash))
continue;
downloadList.Add(patchBundle);
}
return ConvertToUnpackList(downloadList);
}
// WEB相关
public string GetPatchDownloadMainURL(string fileName)
@@ -290,6 +340,26 @@ namespace YooAsset
return bundleInfo;
}
// 解压相关
public List<BundleInfo> ConvertToUnpackList(List<PatchBundle> unpackList)
{
List<BundleInfo> result = new List<BundleInfo>(unpackList.Count);
foreach (var patchBundle in unpackList)
{
var bundleInfo = ConvertToUnpackInfo(patchBundle);
result.Add(bundleInfo);
}
return result;
}
public BundleInfo ConvertToUnpackInfo(PatchBundle patchBundle)
{
// 注意:我们把流加载路径指定为远端下载地址
string streamingPath = PathHelper.MakeStreamingLoadPath(patchBundle.Hash);
streamingPath = PathHelper.ConvertToWWWPath(streamingPath);
BundleInfo bundleInfo = new BundleInfo(patchBundle, BundleInfo.ELoadMode.LoadFromRemote, streamingPath, streamingPath);
return bundleInfo;
}
// 设置资源清单
internal void SetAppPatchManifest(PatchManifest patchManifest)
{
@@ -302,53 +372,51 @@ namespace YooAsset
}
#region IBundleServices接口
private BundleInfo CreateBundleInfo(string bundleName)
private BundleInfo CreateBundleInfo(PatchBundle patchBundle)
{
if (LocalPatchManifest.Bundles.TryGetValue(bundleName, out PatchBundle patchBundle))
if (patchBundle == null)
throw new Exception("Should never get here !");
// 查询沙盒资源
if (DownloadSystem.ContainsVerifyFile(patchBundle.Hash))
{
// 查询沙盒资源
if (DownloadSystem.ContainsVerifyFile(patchBundle.Hash))
BundleInfo bundleInfo = new BundleInfo(patchBundle, BundleInfo.ELoadMode.LoadFromCache);
return bundleInfo;
}
// 查询APP资源
if (AppPatchManifest.TryGetPatchBundle(patchBundle.BundleName, out PatchBundle appPatchBundle))
{
if (appPatchBundle.IsBuildin && appPatchBundle.Hash == patchBundle.Hash)
{
BundleInfo bundleInfo = new BundleInfo(patchBundle, BundleInfo.ELoadMode.LoadFromCache);
BundleInfo bundleInfo = new BundleInfo(appPatchBundle, BundleInfo.ELoadMode.LoadFromStreaming);
return bundleInfo;
}
// 查询APP资源
if (AppPatchManifest.Bundles.TryGetValue(bundleName, out PatchBundle appPatchBundle))
{
if (appPatchBundle.IsBuildin && appPatchBundle.Hash == patchBundle.Hash)
{
BundleInfo bundleInfo = new BundleInfo(appPatchBundle, BundleInfo.ELoadMode.LoadFromStreaming);
return bundleInfo;
}
}
// 从服务端下载
return ConvertToDownloadInfo(patchBundle);
}
else
{
throw new Exception("Should never get here !");
}
// 从服务端下载
return ConvertToDownloadInfo(patchBundle);
}
BundleInfo IBundleServices.GetBundleInfo(AssetInfo assetInfo)
{
if (assetInfo.IsInvalid)
throw new Exception("Should never get here !");
string bundleName = LocalPatchManifest.GetBundleName(assetInfo.AssetPath);
return CreateBundleInfo(bundleName);
// 注意:如果补丁清单里未找到资源包会抛出异常!
var patchBundle = LocalPatchManifest.GetMainPatchBundle(assetInfo.AssetPath);
return CreateBundleInfo(patchBundle);
}
BundleInfo[] IBundleServices.GetAllDependBundleInfos(AssetInfo assetInfo)
{
if (assetInfo.IsInvalid)
throw new Exception("Should never get here !");
// 注意:如果补丁清单里未找到资源包会抛出异常!
var depends = LocalPatchManifest.GetAllDependencies(assetInfo.AssetPath);
List<BundleInfo> result = new List<BundleInfo>(depends.Length);
foreach (var bundleName in depends)
foreach (var patchBundle in depends)
{
BundleInfo bundleInfo = CreateBundleInfo(bundleName);
BundleInfo bundleInfo = CreateBundleInfo(patchBundle);
result.Add(bundleInfo);
}
return result.ToArray();
@@ -359,7 +427,7 @@ namespace YooAsset
}
PatchAsset IBundleServices.TryGetPatchAsset(string assetPath)
{
if (LocalPatchManifest.Assets.TryGetValue(assetPath, out PatchAsset patchAsset))
if (LocalPatchManifest.TryGetPatchAsset(assetPath, out PatchAsset patchAsset))
return patchAsset;
else
return null;

View File

@@ -30,22 +30,6 @@ namespace YooAsset
return _appPatchManifest.ResourceVersion;
}
/// <summary>
/// 创建解压器
/// </summary>
public PatchUnpackerOperation CreatePatchUnpackerByTags(string[] tags, int fileUpackingMaxNumber, int failedTryAgain)
{
List<BundleInfo> unpcakList = PatchHelper.GetUnpackListByTags(_appPatchManifest, tags);
var operation = new PatchUnpackerOperation(unpcakList, fileUpackingMaxNumber, failedTryAgain);
return operation;
}
public PatchUnpackerOperation CreatePatchUnpackerByAll(int fileUpackingMaxNumber, int failedTryAgain)
{
List<BundleInfo> unpcakList = PatchHelper.GetUnpackListByAll(_appPatchManifest);
var operation = new PatchUnpackerOperation(unpcakList, fileUpackingMaxNumber, failedTryAgain);
return operation;
}
// 设置资源清单
internal void SetAppPatchManifest(PatchManifest patchManifest)
{
@@ -54,36 +38,34 @@ namespace YooAsset
}
#region IBundleServices接口
private BundleInfo CreateBundleInfo(string bundleName)
private BundleInfo CreateBundleInfo(PatchBundle patchBundle)
{
if (_appPatchManifest.Bundles.TryGetValue(bundleName, out PatchBundle patchBundle))
{
BundleInfo bundleInfo = new BundleInfo(patchBundle, BundleInfo.ELoadMode.LoadFromStreaming);
return bundleInfo;
}
else
{
if (patchBundle == null)
throw new Exception("Should never get here !");
}
BundleInfo bundleInfo = new BundleInfo(patchBundle, BundleInfo.ELoadMode.LoadFromStreaming);
return bundleInfo;
}
BundleInfo IBundleServices.GetBundleInfo(AssetInfo assetInfo)
{
if (assetInfo.IsInvalid)
throw new Exception("Should never get here !");
string bundleName = _appPatchManifest.GetBundleName(assetInfo.AssetPath);
return CreateBundleInfo(bundleName);
// 注意:如果补丁清单里未找到资源包会抛出异常!
var patchBundle = _appPatchManifest.GetMainPatchBundle(assetInfo.AssetPath);
return CreateBundleInfo(patchBundle);
}
BundleInfo[] IBundleServices.GetAllDependBundleInfos(AssetInfo assetInfo)
{
if (assetInfo.IsInvalid)
throw new Exception("Should never get here !");
// 注意:如果补丁清单里未找到资源包会抛出异常!
var depends = _appPatchManifest.GetAllDependencies(assetInfo.AssetPath);
List<BundleInfo> result = new List<BundleInfo>(depends.Length);
foreach (var bundleName in depends)
foreach (var patchBundle in depends)
{
BundleInfo bundleInfo = CreateBundleInfo(bundleName);
BundleInfo bundleInfo = CreateBundleInfo(patchBundle);
result.Add(bundleInfo);
}
return result.ToArray();
@@ -94,7 +76,7 @@ namespace YooAsset
}
PatchAsset IBundleServices.TryGetPatchAsset(string assetPath)
{
if (_appPatchManifest.Assets.TryGetValue(assetPath, out PatchAsset patchAsset))
if (_appPatchManifest.TryGetPatchAsset(assetPath, out PatchAsset patchAsset))
return patchAsset;
else
return null;

View File

@@ -1,11 +1,18 @@

namespace YooAsset
{
public struct DecryptionFileInfo
{
public string BundleName;
public string BundleHash;
public string BundleCRC;
}
public interface IDecryptionServices
{
/// <summary>
/// 获取加密文件的数据偏移量
/// </summary>
ulong GetFileOffset();
ulong GetFileOffset(DecryptionFileInfo fileInfo);
}
}

View File

@@ -25,6 +25,7 @@ namespace YooAsset
/// </summary>
public string UnityManifestFileName = "UnityManifest";
/// <summary>
/// 构建输出的报告文件
/// </summary>
@@ -34,5 +35,10 @@ namespace YooAsset
/// 静态版本文件
/// </summary>
public const string VersionFileName = "StaticVersion.bytes";
/// <summary>
/// Unity内置着色器资源包名称
/// </summary>
public const string UnityBuiltInShadersBundleName = "UnityBuiltInShaders.bundle";
}
}

View File

@@ -124,72 +124,6 @@ namespace YooAsset
/// </summary>
internal static class PatchHelper
{
/// <summary>
/// 获取内置资源解压列表
/// </summary>
public static List<BundleInfo> GetUnpackListByTags(PatchManifest appPatchManifest, string[] tags)
{
// 注意:离线运行模式也依赖下面逻辑,所以判断沙盒内文件是否存在不能通过缓存系统去验证。
List<PatchBundle> downloadList = new List<PatchBundle>(1000);
foreach (var patchBundle in appPatchManifest.BundleList)
{
// 如果已经在沙盒内
string filePath = SandboxHelper.MakeCacheFilePath(patchBundle.Hash);
if (System.IO.File.Exists(filePath))
continue;
// 如果不是内置资源
if (patchBundle.IsBuildin == false)
continue;
// 查询DLC资源
if (patchBundle.HasTag(tags))
{
downloadList.Add(patchBundle);
}
}
return ConvertToUnpackList(downloadList);
}
public static List<BundleInfo> GetUnpackListByAll(PatchManifest appPatchManifest)
{
// 注意:离线运行模式也依赖下面逻辑,所以判断沙盒内文件是否存在不能通过缓存系统去验证。
List<PatchBundle> downloadList = new List<PatchBundle>(1000);
foreach (var patchBundle in appPatchManifest.BundleList)
{
// 如果已经在沙盒内
string filePath = SandboxHelper.MakeCacheFilePath(patchBundle.Hash);
if (System.IO.File.Exists(filePath))
continue;
// 如果不是内置资源
if (patchBundle.IsBuildin == false)
continue;
downloadList.Add(patchBundle);
}
return ConvertToUnpackList(downloadList);
}
private static List<BundleInfo> ConvertToUnpackList(List<PatchBundle> unpackList)
{
List<BundleInfo> result = new List<BundleInfo>(unpackList.Count);
foreach (var patchBundle in unpackList)
{
var bundleInfo = ConvertToUnpackInfo(patchBundle);
result.Add(bundleInfo);
}
return result;
}
private static BundleInfo ConvertToUnpackInfo(PatchBundle patchBundle)
{
// 注意:我们把流加载路径指定为远端下载地址
string streamingPath = PathHelper.MakeStreamingLoadPath(patchBundle.Hash);
streamingPath = PathHelper.ConvertToWWWPath(streamingPath);
BundleInfo bundleInfo = new BundleInfo(patchBundle, BundleInfo.ELoadMode.LoadFromRemote, streamingPath, streamingPath);
return bundleInfo;
}
/// <summary>
/// 获取资源信息列表
/// </summary>

View File

@@ -40,12 +40,6 @@ namespace YooAsset
/// </summary>
public bool LocationToLower = false;
/// <summary>
/// 自动释放游戏对象所属资源句柄
/// 说明:通过资源句柄实例化的游戏对象在销毁之后,会自动释放所属资源句柄。
/// </summary>
public bool AutoReleaseGameObjectHandle = false;
/// <summary>
/// 资源定位服务接口
/// </summary>
@@ -91,11 +85,6 @@ namespace YooAsset
/// </summary>
public class HostPlayModeParameters : InitializeParameters
{
/// <summary>
/// 当缓存池被污染的时候清理缓存池
/// </summary>
public bool ClearCacheWhenDirty;
/// <summary>
/// 默认的资源服务器下载地址
/// </summary>
@@ -106,6 +95,11 @@ namespace YooAsset
/// </summary>
public string FallbackHostServer;
/// <summary>
/// 当缓存池被污染的时候清理缓存池
/// </summary>
public bool ClearCacheWhenDirty = false;
/// <summary>
/// 启用断点续传功能的文件大小
/// </summary>
@@ -214,7 +208,7 @@ namespace YooAsset
{
_editorSimulateModeImpl = new EditorSimulateModeImpl();
_bundleServices = _editorSimulateModeImpl;
AssetSystem.Initialize(true, parameters.AssetLoadingMaxNumber, parameters.AutoReleaseGameObjectHandle, parameters.DecryptionServices, _bundleServices);
AssetSystem.Initialize(true, parameters.AssetLoadingMaxNumber, parameters.DecryptionServices, _bundleServices);
var editorSimulateModeParameters = parameters as EditorSimulateModeParameters;
initializeOperation = _editorSimulateModeImpl.InitializeAsync(
editorSimulateModeParameters.LocationToLower,
@@ -224,14 +218,14 @@ namespace YooAsset
{
_offlinePlayModeImpl = new OfflinePlayModeImpl();
_bundleServices = _offlinePlayModeImpl;
AssetSystem.Initialize(false, parameters.AssetLoadingMaxNumber, parameters.AutoReleaseGameObjectHandle, parameters.DecryptionServices, _bundleServices);
AssetSystem.Initialize(false, parameters.AssetLoadingMaxNumber, parameters.DecryptionServices, _bundleServices);
initializeOperation = _offlinePlayModeImpl.InitializeAsync(parameters.LocationToLower);
}
else if (_playMode == EPlayMode.HostPlayMode)
{
_hostPlayModeImpl = new HostPlayModeImpl();
_bundleServices = _hostPlayModeImpl;
AssetSystem.Initialize(false, parameters.AssetLoadingMaxNumber, parameters.AutoReleaseGameObjectHandle, parameters.DecryptionServices, _bundleServices);
AssetSystem.Initialize(false, parameters.AssetLoadingMaxNumber, parameters.DecryptionServices, _bundleServices);
var hostPlayModeParameters = parameters as HostPlayModeParameters;
initializeOperation = _hostPlayModeImpl.InitializeAsync(
hostPlayModeParameters.LocationToLower,
@@ -313,6 +307,36 @@ namespace YooAsset
}
}
/// <summary>
/// 弱联网情况下加载补丁清单
/// 注意:当指定版本内容验证失败后会返回失败。
/// </summary>
/// <param name="resourceVersion">指定的资源版本</param>
public static UpdateManifestOperation WeaklyUpdateManifestAsync(int resourceVersion)
{
DebugCheckInitialize();
if (_playMode == EPlayMode.EditorSimulateMode)
{
var operation = new EditorPlayModeUpdateManifestOperation();
OperationSystem.StartOperaiton(operation);
return operation;
}
else if (_playMode == EPlayMode.OfflinePlayMode)
{
var operation = new OfflinePlayModeUpdateManifestOperation();
OperationSystem.StartOperaiton(operation);
return operation;
}
else if (_playMode == EPlayMode.HostPlayMode)
{
return _hostPlayModeImpl.WeaklyUpdatePatchManifestAsync(resourceVersion);
}
else
{
throw new NotImplementedException();
}
}
/// <summary>
/// 开启一个异步操作
/// </summary>
@@ -512,6 +536,15 @@ namespace YooAsset
}
BundleInfo bundleInfo = _bundleServices.GetBundleInfo(assetInfo);
if (bundleInfo.IsRawFile == false)
{
string error = $"Cannot load asset bundle file using {nameof(GetRawFileAsync)} interfaces !";
YooLogger.Warning(error);
RawFileOperation operation = new CompletedRawFileOperation(error, copyPath);
OperationSystem.StartOperaiton(operation);
return operation;
}
if (_playMode == EPlayMode.EditorSimulateMode)
{
RawFileOperation operation = new EditorPlayModeRawFileOperation(bundleInfo, copyPath);
@@ -847,7 +880,9 @@ namespace YooAsset
}
else if (_playMode == EPlayMode.OfflinePlayMode)
{
return _offlinePlayModeImpl.CreatePatchUnpackerByTags(tags, unpackingMaxNumber, failedTryAgain);
List<BundleInfo> downloadList = new List<BundleInfo>();
var operation = new PatchUnpackerOperation(downloadList, unpackingMaxNumber, failedTryAgain);
return operation;
}
else if (_playMode == EPlayMode.HostPlayMode)
{
@@ -875,7 +910,9 @@ namespace YooAsset
}
else if (_playMode == EPlayMode.OfflinePlayMode)
{
return _offlinePlayModeImpl.CreatePatchUnpackerByAll(unpackingMaxNumber, failedTryAgain);
List<BundleInfo> downloadList = new List<BundleInfo>();
var operation = new PatchUnpackerOperation(downloadList, unpackingMaxNumber, failedTryAgain);
return operation;
}
else if (_playMode == EPlayMode.HostPlayMode)
{

View File

@@ -1,7 +1,7 @@
{
"name": "com.tuyoogame.yooasset",
"displayName": "YooAsset",
"version": "1.1.0",
"version": "1.2.0",
"unity": "2019.4",
"description": "unity3d resources management system",
"author": {
@@ -13,5 +13,10 @@
"url": "https://github.com/tuyoogame/YooAsset.git"
},
"relatedPackages": {},
"dependencies": {}
"dependencies": {
"com.unity.scriptablebuildpipeline": "1.20.2",
"com.unity.modules.assetbundle": "1.0.0",
"com.unity.modules.unitywebrequest": "1.0.0",
"com.unity.modules.unitywebrequestassetbundle": "1.0.0"
}
}

View File

@@ -12,6 +12,14 @@
构建版本号,也是资源版本号,版本号必须大于零。
- **Build Pipeline**
构建管线
(1) BuiltinBuildPipeline: 传统的内置构建管线。
(2) ScriptableBuildPipeline: 可编程构建管线。
- **Build Mode**
构建模式
@@ -114,7 +122,8 @@ private static void BuildInternal(BuildTarget buildTarget)
buildParameters.BuildinTags = "buildin";
buildParameters.VerifyBuildingResult = true;
buildParameters.EnableAddressable = false;
buildParameters.AppendFileExtension = false;
buildParameters.AppendFileExtension = false;
buildParameters.CopyBuildinTagFiles = true;
buildParameters.EncryptionServices = new GameEncryption();
buildParameters.CompressOption = ECompressOption.LZ4;

View File

@@ -24,6 +24,25 @@
#### 资源分组
- Active Rule
激活规则,规则可以自定义扩展。下面是内置规则:
- EnableGroup 启用分组。
- DisableGroup 禁用分组。
````c#
//自定义扩展范例
public class DisableGroup : IActiveRule
{
public bool IsActiveGroup()
{
return false;
}
}
````
- Grouper Name
分组名称
@@ -50,7 +69,13 @@
- MainAssetCollector 收集参与打包的主资源对象,并写入到资源清单的资源列表里(可以通过代码加载)。
- StaticAssetCollector 收集参与打包的主资源对象,但不写入到资源清单的资源列表里(无法通过代码加载)。
- DependAssetCollector 收集参与打包的依赖资源对象,但不写入到资源清单的资源列表里(无法通过代码加载)。
- DependAssetCollector 收集参与打包的依赖资源对象,但不写入到资源清单的资源列表里(无法通过代码加载)(当依赖资源没有被任何主资源引用的时候,则会在打包的时候自动剔除)
StaticAssetCollector收集器和DependAssetCollector收集器适合对资源进行定制化打包策略。
示例1一个游戏的粒子特效的纹理会非常多通常特效制作师会把这些纹理放到一个文件夹内管理。如果我们把这些纹理打进一个AssetBundle文件内当下次更新的时候如果新增或改动了一个纹理那么就要上传整个纹理的AssetBundle文件。我们可以把特效纹理通过DependAssetCollector收集器进行收集并自定义打包规则通过文件名称的首字母进行小粒度打包这样一个AssetBundle文件会被拆分为26个AssetBundle文件。
示例2当我们需要严格控制某个文件夹内的依赖资源打进同一个AssetBundle文件内那么StaticAssetCollector收集器是最佳选择该收集器收集的资源无论是否被其它资源引用或被多个资源引用这些资源都会按照设定的打包规则打包且这些资源不会被处理为share资源包。
- **AddressRule**
@@ -63,6 +88,7 @@
- AddressByCollectorAndFileName 以收集器名+文件名为定位地址。
````c#
//自定义扩展范例
public class AddressByFileName : IAddressRule
{
string IAddressRule.GetAssetAddress(AddressRuleData data)

View File

@@ -1,11 +1,15 @@
# 调试器
调试器是在游戏运行时,帮助我们查看资源包加载信息的工具。可以查看资源对象列表信息AssetView资源包列表信息BundleView
调试器是在游戏运行时,帮助我们查看资源包加载信息的工具,通过该工具可以发现潜在的资源泄漏
未来计划支持在编辑器下通过远程调试真机信息
可以查看资源对象列表信息AssetView资源包列表信息BundleView
**注意**该工具仅支持Unity2019+
### 真机远程调试注意事项
在构建安装包的时候需要勾选上Development Build和Autoconnect Profiler
### 资源对象列表视图
![image](https://github.com/tuyoogame/YooAsset/raw/main/Docs/Image/AssetDebugger-img1.png)

View File

@@ -4,7 +4,7 @@
````C#
// 资源系统初始化方法,根据不同的模式,我们传递不同的创建参数类
YooAssets.InitializeAsync(CreateParameters parameters);
YooAssets.InitializeAsync(InitializeParameters parameters);
````
**编辑器模拟模式**
@@ -16,9 +16,9 @@ YooAssets.InitializeAsync(CreateParameters parameters);
````c#
private IEnumerator InitializeYooAsset()
{
var createParameters = new YooAssets.EditorSimulateModeParameters();
createParameters.LocationServices = new DefaultLocationServices("Assets/GameRes");
yield return YooAssets.InitializeAsync(createParameters);
var initParameters = new YooAssets.EditorSimulateModeParameters();
initParameters.LocationServices = new DefaultLocationServices("Assets/GameRes");
yield return YooAssets.InitializeAsync(initParameters);
}
````
@@ -31,9 +31,9 @@ private IEnumerator InitializeYooAsset()
````c#
private IEnumerator InitializeYooAsset()
{
var createParameters = new YooAssets.OfflinePlayModeParameters();
createParameters.LocationServices = new DefaultLocationServices("Assets/GameRes");
yield return YooAssets.InitializeAsync(createParameters);
var initParameters = new YooAssets.OfflinePlayModeParameters();
initParameters.LocationServices = new DefaultLocationServices("Assets/GameRes");
yield return YooAssets.InitializeAsync(initParameters);
}
````
@@ -59,16 +59,19 @@ private IEnumerator InitializeYooAsset()
- FallbackHostServer : 备用的资源服务器IP地址。
- VerifyLevel : 下载文件校验等级
````c#
private IEnumerator InitializeYooAsset()
{
var createParameters = new YooAssets.HostPlayModeParameters();
createParameters.LocationServices = new DefaultLocationServices("Assets/GameRes");
createParameters.DecryptionServices = null;
createParameters.ClearCacheWhenDirty = false;
createParameters.DefaultHostServer = "http://127.0.0.1/CDN1/Android";
createParameters.FallbackHostServer = "http://127.0.0.1/CDN2/Android";
yield return YooAssets.InitializeAsync(createParameters);
var initParameters = new YooAssets.HostPlayModeParameters();
initParameters.LocationServices = new DefaultLocationServices("Assets/GameRes");
initParameters.DecryptionServices = null;
initParameters.ClearCacheWhenDirty = false;
initParameters.DefaultHostServer = "http://127.0.0.1/CDN1/Android";
initParameters.FallbackHostServer = "http://127.0.0.1/CDN2/Android";
initParameters.VerifyLevel = EVerifyLevel.High;
yield return YooAssets.InitializeAsync(initParameters);
}
````

View File

@@ -86,9 +86,10 @@ IEnumerator Download()
long totalDownloadBytes = downloader.TotalDownloadBytes;
//注册回调方法
downloader.OnDownloadFileFailedCallback = OneDownloadFileFailed;
downloader.OnDownloadProgressCallback = OnDownloadProgressUpdate;
downloader.OnDownloadOverCallback = OnDownloadOver;
downloader.OnDownloadErrorCallback = OnDownloadErrorFunction;
downloader.OnDownloadProgressCallback = OnDownloadProgressUpdateFunction;
downloader.OnDownloadOverCallback = OnDownloadOverFunction;
downloader.OnStartDownloadFileCallback = OnStartDownloadFileFunction;
//开启下载
downloader.BeginDownload();
@@ -106,5 +107,48 @@ IEnumerator Download()
}
````
**弱联网更新解决方案**
对于偏单机但是也有资源热更需求的项目。当玩家本地网络不稳定或无网络的时候,我们又不希望玩家卡在资源更新步骤而不能正常游戏。所以当玩家本地网络有问题的时候,我们可以跳过资源更新的步骤。
````c#
private IEnumerator UpdateStaticVersion()
{
UpdateStaticVersionOperation operation = YooAssets.UpdateStaticVersionAsync(10);
yield return operation;
if (operation.Status == EOperationStatus.Succeed)
{
// 如果获取远端资源版本成功,说明当前网络连接并无问题,可以走正常更新流程。
......
// 注意:在成功下载所有资源之后,我们需要记录当前最新的资源版本号
PlayerPrefs.SetInt("STATIC_VERSION", resourceVersion);
}
else
{
// 如果获取远端资源版本失败,我们走弱联网更新模式。
// 注意如果从来没有保存过版本信息则需要从内部读取StaticVersion.bytes文件的版本信息。
int staticVersion = PlayerPrefs.GetInt("STATIC_VERSION", -1);
if (staticVersion == -1)
{
staticVersion = LoadStaticVersionFromStreamingAssets();
PlayerPrefs.SetInt("STATIC_VERSION", staticVersion);
}
// 在弱联网情况下更新补丁清单
UpdateManifestOperation operation2 = YooAssets.WeaklyUpdateManifestAsync(staticVersion);
yield return operation2;
if (operation2.Status == EOperationStatus.Succeed)
{
StartGame();
}
else
{
// 指定版本的资源内容本地并不完整,需要提示玩家更新。
ShowMessageBox("请检查本地网络,有新的游戏内容需要更新!");
}
}
}
````

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# 资源加载
加载方法
**加载方法**
- YooAssets.LoadAssetSync() 同步加载资源对象
- YooAssets.LoadSubAssetsSync() 同步加载子资源对象
- YooAssets.LoadAssetAsync() 异步加载资源对象
- YooAssets.LoadSubAssetsSync() 同步加载子资源对象
- YooAssets.LoadSubAssetsAsync() 异步加载子资源对象
- YooAssets.LoadSceneAsync() 异步加载场景
- YooAssets.GetRawFileAsync() 异步获取原生文件
统一约定location为资源的定位地址也是加载资源对象的唯一标识符。
**统一约定**
DefaultLocationServices 默认资源定位服务location代表的是资源对象的相对路径
**Location**为资源定位地址,也是加载资源对象的唯一标识符
AddressLocationServices 可寻址资源定位服务location代表的是资源对象可寻址地址
- DefaultLocationServices 默认资源定位服务location代表的是资源对象的相对路径
```c#
// 以工程内的音频文件为例:"Assets/GameRes/Audio/bgMusic.mp3"
// 设定资源路径的根目录为:"Assets/GameRes",后续加载的资源定位地址填写相对路径:"Audio/bgMusic"
var createParameters = new YooAssets.EditorSimulateModeParameters();
createParameters.LocationServices = new DefaultLocationServices("Assets/GameRes");
yield return YooAssets.InitializeAsync(createParameters);
......
YooAssets.LoadAssetAsync<AudioClip>("Audio/bgMusic");
```
- AddressLocationServices 可寻址资源定位服务location代表的是资源对象可寻址地址。
````c#
// 以工程内的音频文件为例:"Assets/GameRes/Audio/bgMusic.mp3"
// 需要在资源配置界面启用可寻址功能Enable Addressable
// 配置界面的可寻址规则为AddressByFileName那么资源定位地址填写文件名称"bgMusic"
var createParameters = new YooAssets.EditorSimulateModeParameters();
createParameters.LocationServices = new AddressLocationServices();
yield return YooAssets.InitializeAsync(createParameters);
......
YooAssets.LoadAssetAsync<AudioClip>("bgMusic");
````
**注意**以下范例执行环境是在DefaultLocationServices下。

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# 常见问题解答
### 问题:在编辑器下,用离线模式或联机模式运行游戏,为什么游戏里的模型会变成紫色?
#### 问题:在编辑器下,用离线模式或联机模式运行游戏,为什么游戏里的模型会变成紫色?
如果在打AssetBundle的时候选定的构建目标是安卓。那么在windows操作系统下编辑器的默认渲染模式为DX11我们需要修改编辑器的渲染模式可以通过UnityHub来修改启动项目的编辑器渲染模式[参考官方文档](https://docs.unity3d.com/cn/2019.4/Manual/CommandLineArguments.html)。
### 问题YooAsset的DLL引用丢失导致编译报错了
windows平台添加命令: **-force-gles**
#### 问题YooAsset的DLL引用丢失导致编译报错了
1. 请在PlayerSetting里修改API Level为.NET 4.x或者.NET Framework
2. 关闭游戏工程后删除Assets同级目录下所有的csproj文件和sln文件。
3. 删除Library/ScriptAssemblies文件夹。
4. 重新打开游戏工程,然后点击某个脚本重新编译。
#### 问题无效的资源路径请检查路径是否带有特殊符号或中文Assets/xxx/xxx/xxx
如果检查报错的文件路径内无特殊符合和中文字符也可能是文件路径过长且文件名称带空格在打包生成的manifest文件里文件路径被截断导致验证失败。
例如Assets/My Game Res/JMO Assets/Cartoon FX Remaster/CFXR Assets/Shaders/CFXR Particle Glow.shader
解决方案1缩短文件路径长度。
解决方案2移除文件名称里的空格。

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## 入门教程
1. [快速开始](https://github.com/tuyoogame/YooAsset/blob/master/Docs/QuickStart.md)
2. [全局配置](https://github.com/tuyoogame/YooAsset/blob/master/Docs/Settings.md)
3. [资源配置](https://github.com/tuyoogame/YooAsset/blob/master/Docs/AssetGrouper.md)
3. [资源配置](https://github.com/tuyoogame/YooAsset/blob/master/Docs/AssetCollector.md)
4. [资源打包](https://github.com/tuyoogame/YooAsset/blob/master/Docs/AssetBuilder.md)
5. [资源部署](https://github.com/tuyoogame/YooAsset/blob/master/Docs/AssetDeploy.md)
5. [构建报告](https://github.com/tuyoogame/YooAsset/blob/master/Docs/AssetReporter.md)